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fallus666
Joined: 24 Apr 2008 Posts: 29
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RenegadeC

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Tue May 06, 2008 11:37 pm Post subject: |
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Well I'm impressed, it looks a lot more atmospheric. My only complaint is using models for the guns muzzleflash; what about using a sprite you can spawn in front of the player? Other players would be able to see it too if you have the QuakeC source that is. |
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fallus666
Joined: 24 Apr 2008 Posts: 29
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Posted: Wed May 07, 2008 3:27 pm Post subject: |
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well..i was trying to do it but looks not so good...sprite was too large and view screened.
I think this is not important detail |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Wed May 07, 2008 3:56 pm Post subject: |
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I've always done muzzle flashes with models... Though they're quite like sprites, recently I've used a cup shape, which can be used in first person and third person.
Have you tried virtualdub to record videos? It's free and can record as long videos as you want. Not limited to 30 seconds. It may be a bit harder to use though.. at least it took me one hour to find out I can't use open gl hardware acceleration to capture videos with it and another hour to set up what I want to capture exactly... _________________ zbang! |
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fallus666
Joined: 24 Apr 2008 Posts: 29
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Posted: Wed May 07, 2008 4:10 pm Post subject: |
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i have used fraps to record video and virtualdub to compression.
fraps is trial and record only 30 sec virtualdub its good but compression too hard and quality of recording deteriorates |
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RenegadeC

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Thu May 08, 2008 4:24 am Post subject: |
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fallus666 wrote: | i have used fraps to record video and virtualdub to compression.
fraps is trial and record only 30 sec virtualdub its good but compression too hard and quality of recording deteriorates |
Fraps can be easily cracked.
VirtualDub is good if you know which is best to use:
I tend to use Divx 1 Logical CPU for Video encoding and Mp3 22khz mono 8-bit for sound. Comes out nice. |
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fallus666
Joined: 24 Apr 2008 Posts: 29
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Posted: Thu May 08, 2008 1:13 pm Post subject: |
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ok thanx for help i'll try on the next record |
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fallus666
Joined: 24 Apr 2008 Posts: 29
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Posted: Sun May 11, 2008 11:40 am Post subject: |
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another screenshot from conversion still in progress:)
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Irritant
Joined: 19 May 2008 Posts: 115 Location: Maryland
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Posted: Mon May 19, 2008 3:20 pm Post subject: |
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RenegadeC wrote: | I'm curious as to why it's considered a demo release when it's based off Aliens Quake TC.  |
From looking at the videos and screens, it doen't appear to be at all. _________________ http://red.planetarena.org - Alien Arena |
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fallus666
Joined: 24 Apr 2008 Posts: 29
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Posted: Wed May 21, 2008 3:48 pm Post subject: |
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that's right. We are inspired from alien quake tc but we made much better conversion - better models,sounds,maps etc. |
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fallus666
Joined: 24 Apr 2008 Posts: 29
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Mon Jun 02, 2008 4:56 pm Post subject: |
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GOOD!
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lth

Joined: 11 Nov 2004 Posts: 129
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Posted: Tue Jun 03, 2008 1:43 pm Post subject: |
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Maps look nice. Can I make a suggestion? (tough, I'm gonna) Remove the left arms from the view weapons. I don't think they add anything apart from looking ugly as hell - just having the gun protruding from the lower-right corner is fine IMHO. _________________ randomviolence - tactical combat boardgame |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Tue Jun 03, 2008 2:35 pm Post subject: |
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lth wrote: | Remove the left arms from the view weapons. I don't think they add anything apart from looking ugly as hell - just having the gun protruding from the lower-right corner is fine IMHO. |
They look just fine to me judging from the screenshots, and there's nothing more retarded looking than having a gun that should have a visible arm on it not having one. To say nothing of what happens when you play reloading anims.  _________________ "Roboto suggests Plasma Bazooka." |
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lth

Joined: 11 Nov 2004 Posts: 129
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Posted: Tue Jun 03, 2008 2:52 pm Post subject: |
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I disagree. I think that you can either take the view that the player is 'firing from the hip', in which case there should be much less of the gun in the apparent fov anyway, or that the player is holding the gun right up to the chin SWAT-style, in which case the left arm would be considerably more vertical. As it is in these screens, the gun is apparently being held very, very far forwards and to the right in a position that's pretty uncomfortable if you actually try to emulate it. _________________ randomviolence - tactical combat boardgame |
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