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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Mon Jul 16, 2007 2:34 am    Post subject: Reply with quote

http://entar.quakedev.com/screenshots/wwiimod000012.jpg
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Mon Jul 16, 2007 7:52 am    Post subject: Reply with quote

It looks really cool, Entar!
What kind of WW2 mod are you aiming for? Teamplay? Singleplayer? I'm curious Wink
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Jul 16, 2007 2:11 pm    Post subject: Reply with quote

Entar: get a light compiler with phong shading, and you'll get smooth terrain matey Smile
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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Mon Jul 16, 2007 3:43 pm    Post subject: Reply with quote

Urre: the lightmaps are smooth already (I'm using hmap2 -light -extra8x8), it's the realtime lighting that throws things off - EDIT: At some point, I hope to get support for specular maps into Vr2, so that terrain/dirt looks right.

CocoT: It will be a teamplay dm mod, so far. I only work on it once in a while, so I dunno when it will be out.
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Last edited by Entar on Tue Jul 17, 2007 1:57 am; edited 1 time in total
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Mon Jul 16, 2007 7:57 pm    Post subject: Reply with quote

Sweet! Smile
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Tue Jul 17, 2007 2:16 pm    Post subject: Reply with quote

Specular usually doesn't look 'right' on grass/dirt...
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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Tue Jul 17, 2007 3:15 pm    Post subject: Reply with quote

Sajt wrote:
Specular usually doesn't look 'right' on grass/dirt...

That's why I need specular maps, cos right now specular gets applied the same to everything, so dirt is shiny Surprised
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Oct 22, 2007 3:52 am    Post subject: Reply with quote

/me burps

It's not as nice as scythe knight was but...

http://tlb.quakedev.com/PICS/misc/soup.jpg
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Fri Feb 29, 2008 12:54 am    Post subject: Reply with quote

Nice new pic!

I sleep exactly like the guy there, lol. Just the right arm that I don't put under my head because after a time it hurts.
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Madfox



Joined: 15 Jan 2005
Posts: 36
Location: Holland

PostPosted: Sat Jul 18, 2009 1:08 am    Post subject: Reply with quote

Some new monsters I made, first skeleton I converted from Quak3 to Quake1:
http://members.home.nl/gimli/skeleton.jpg

Then I found the ZdoomGl models, only base frame, but I suceeded to get them going in Quake1 as well.
Was quiet a qc exercision to give them the right habbits as I'm a beginning coder.

http://members.home.nl/gimli/zdoom.jpg

The testlevel can be found on funcmsg:
http://www.celephais.net/board/view_thread.php?id=60296&start=23

Cool
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