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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sun Nov 23, 2008 2:13 pm Post subject: |

Personally I think he's closer to Odo... _________________ Apathy Now!

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Sun Nov 23, 2008 7:24 pm Post subject: |

DireBetaFiend wrote:
nice job MauveDib, you should mention that you followed this tutorial though: http://www.bakaneko.com/howto/computer/3d/character/page01.html Its common courtesy to give credit where due. Ceriux, now you too can be that good

i read some of that tutorial and when i did it says part of the model isnt connected to the other, when i compiled a mdl with 2 seperate mdl groups in 1 mdl the other groups didnt show , just one. are you guys using a differnt format for your model's in game?
(also i have the same technique for modeling people i just seem to have a really big issue with mesh flow supposedly... )
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QuakeDB - Quake ModDB Group

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Sun Nov 30, 2008 6:57 am Post subject: |

sorry for double post but... all the visuals you see are purely for testing purposes. if you've seen the older video in my other post about this, you will definantly notice a difference. other wise what this shows is that all of the bugs from my mod im working on have been fixed as for whats implemented. the things that are implemented are.... Working menu with selective teams, each with their own spawn points, teams with their own models, and an observer mode.
http://www.youtube.com/watch?v=4nSy9HVgqmY
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QuakeDB - Quake ModDB Group

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Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Tue Dec 02, 2008 1:28 am Post subject: |

http://mrgamedev.com/wiki/tiki-browse_gallery.php?galleryId=1

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

Posted: Tue Dec 02, 2008 1:51 am Post subject: |

Wow, impressive stuff, Chris! I'd love to see that monster animated in Quake! _________________ http://www.planetcocot.net/

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Tue Dec 02, 2008 2:42 am Post subject: |

i think i saw a board with a nail in it, will it be like the 2x4? http://screwattack.com/Armory/2x4 _________________ bah

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Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Tue Dec 02, 2008 5:48 am Post subject: |

MeTcHsteekle wrote:
i think i saw a board with a nail in it, will it be like the 2x4? http://screwattack.com/Armory/2x4

Yes that is a spiked 2x4!

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

Posted: Tue Dec 02, 2008 6:40 am Post subject: |

cool _________________ Unit reporting! http://www.bendarling.net/

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue Dec 02, 2008 9:30 am Post subject: |

The brute is ace! _________________ Look out for Twigboy

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Wed Dec 03, 2008 12:01 am Post subject: |

Modular terrain for Feral.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Wed Dec 03, 2008 12:06 am Post subject: |

i thought daemon was the one working on feral? _________________ QuakeDB - Quake ModDB Group

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Wed Dec 03, 2008 1:34 am Post subject: |

src was included in the release

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Dec 03, 2008 2:24 am Post subject: |

Ah, I didn't realize this was released during Quake Expo ... maybe because I didn't remember the name of the project. I just loaded it up. Very nice ideas there. I had been waiting for this for months just so I could use a key as a weapon! It took me a minute to realize I needed to hold down shift to move the mouse pointer.
For anyone else reading who hasn't seen this:
1. You hold down shift to move the mouse.
2. You see your inventory by pressing TAB
3. You can drag-drop an inventory item like a key and use it as a weapon.
It says release alpha 0.1 so I can't wait to see more of this.
Download page: http://www.daemonforge.org/feral/

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Wed Dec 03, 2008 11:01 am Post subject: |

worldspawn: Looking nice, but what's modular anyway? _________________ Look out for Twigboy

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Wed Dec 03, 2008 7:44 pm Post subject: |

Urre: Premade small chunks of map that can be attached together. And since its for Feral, it'll be an in game editor. ... now hurry up and release QC physics! :p lol

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