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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Sun Apr 04, 2010 8:04 am    Post subject: Reply with quote

Chip wrote:
Damn, Ajay! The houses look awesome. Your city starts to shape up. The skybox looks horrible Shocked but I'm sure you know this.

I'm looking forward to see your next updates.

P.S. The gas stop looks kinda out of place. Too modern.


The skybox may well get changed; the more I do of the city, the worse it looks.

As for the petrol station, well that's just the anachronisms of British cities, you get the new and old juxtaposed like that. It's a little 'clean' (the petrol station) but that's due to textures that I may replace.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sun Apr 04, 2010 3:26 pm    Post subject: Reply with quote

Very impressive, ajay. I'm working in a city-themed map too, but far less faithful than yours - I allowed myself some licenses, heh Very Happy. And the more I look your map the more I miss support to skyrooms in Quake. It reached a realism level where simple skyboxes textures hardly will reach.
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Sun Apr 04, 2010 9:20 pm    Post subject: Reply with quote

Team Xlink wrote:
That city looks awesome!

Is that Half-Life BSP? I think it might be because it looks like your using tex lights.


Nope, plain old quake bsp. Not tex lights. I'm not sure what they are to be honest, but the street lamps are just a white texture with a light underneath them. The flickering or broken lamps have a grey texture, which lightens when the light flickers so kind of looks 'on' then. Cheap tricks Wink
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Apr 04, 2010 9:21 pm    Post subject: Reply with quote

Junrall wrote:
Very well done!
Did you re-size her "bouncies"?

I lined her up with her 'turning to the other angle' sprite, properly aspect corrected. She looks proper now and will make a good base for everyone else in the series with a "bouncies" (and believe me, they ARE bouncies, they flop apart in the ragdoll animation even (and before you call me out on how perverse that is, the actual game sprites did this as well))

I used the Blender PSK exporter which was strictly meant for UT3 vehicle creation, unmodified... and untested. The problem with PSK is that I can not get away by rigging from bone heat, which means I have to do the classic method of manually assigning to bones and weights by hand. It's easy to be spoiled by bone heat rigging, which is an ABSOLUTE TIMESAVER (and looks great if you're lucky), but... this will take even more time now.

Junrall wrote:
Haha, after seeing your "bouncies" on your model, my wife says I can't play Quake anymore! Laughing

Your wife can't tell the difference between Quake and UT2004!?

quake - brown and blue
unreal - redgreenbluepurpleyellowbrowngrayblackblackgreenhazelindigoolivecrimsonaqua AND CORONAS
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Mon Apr 05, 2010 1:08 am    Post subject: Reply with quote

Testing how the normals from highpoly look on the model... kinda blurry.. though, in a way it's just good the way it is. I haven't yet fully decided if I'm going to do scales for it. I have thought of sculpting some few different versions of it, which I will use as different skins/characters. I think I will base them on this sculpt. At least I'll do two versions, if it's looking different enough, then I'll do more. Otherwise it's probably getting more different looking with different colour patterns. Also I'm going to use this model directly in first person too.. and place the player camera/view to follow some bone/helper/tag in front of the eyes. So you could see your feet, etc.. I guess this'll also save me the trouble of syncing first person and third person models..








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Junrall



Joined: 21 Sep 2009
Posts: 136
Location: North West Oregon, USA

PostPosted: Mon Apr 05, 2010 3:03 am    Post subject: Reply with quote

leileilol wrote:

Your wife can't tell the difference between Quake and UT2004!?

quake - brown and blue
unreal - redgreenbluepurpleyellowbrowngrayblackblackgreenhazelindigoolivecrimsonaqua AND CORONAS


Haha! Are you kidding!? I don't think she has ever played a PC or console game in her entire life! Can you say Chutes and Ladders! Laughing

I'm fortunate that she accepts my hobbies... even if I pull an occasional "all-nighter" in front of my computer screen! She Rocks!
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Mon Apr 05, 2010 5:37 am    Post subject: Reply with quote

hehe I just try squeeze time in here and there while I can.
Nice work guys! Good to see so many busy peeps Smile

Here's the pistol for the mod (same one I did the grenade for a couple of pages back). Only has the normalmap on the low poly atm... haven't done ambient occlusion or texturing yet. Figured it was far enough along to show a work in progress shot!




mmm sweet sweet aliasing, thanks maya! Wink

Keep up the good work everyone!
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SamUK



Joined: 17 Dec 2008
Posts: 98
Location: United Kingdom

PostPosted: Thu Apr 08, 2010 12:19 am    Post subject: Reply with quote

Pretty awesome stuff there Electro, you really need to re-link me to those sub-d modelling tutorials sometime, I've completely forgotten the site Surprised

Not much of a texture artist, but fancied a prop in my map.



It took far longer then I thought, more then likely due to the tablet-less situation -.-
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Apr 08, 2010 1:19 am    Post subject: Reply with quote

Finally using models for props, eh? Took you long enough.

I believe Radiant lets you view them in the editor.
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SamUK



Joined: 17 Dec 2008
Posts: 98
Location: United Kingdom

PostPosted: Thu Apr 08, 2010 2:22 am    Post subject: Reply with quote

We've planned on using them since day one, we've got tons of modelled props.



Edit: To stop spam, we've used them in a few maps already.
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Last edited by SamUK on Thu Apr 08, 2010 2:38 am; edited 1 time in total
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Apr 08, 2010 2:28 am    Post subject: Reply with quote

I said finally using them, not finally making them.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Apr 08, 2010 3:35 am    Post subject: Reply with quote

And the only point into making them is to drive them. Stapler Fahrer Klaus Quake, please.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Thu Apr 08, 2010 12:06 pm    Post subject: Reply with quote

Thats a very right model. Congrats.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Apr 11, 2010 1:38 pm    Post subject: Reply with quote

I never got EGA Quake working in DOS, so I did the next best thing


a glsl shader
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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Sun Apr 11, 2010 7:08 pm    Post subject: Reply with quote

looks trippy and awesome Smile
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