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

Posted: Mon Jul 16, 2007 2:34 am Post subject: |

http://entar.quakedev.com/screenshots/wwiimod000012.jpg _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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

Posted: Mon Jul 16, 2007 7:52 am Post subject: |

It looks really cool, Entar! What kind of WW2 mod are you aiming for? Teamplay? Singleplayer? I'm curious _________________ http://www.planetcocot.net/

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

Posted: Mon Jul 16, 2007 2:11 pm Post subject: |

Entar: get a light compiler with phong shading, and you'll get smooth terrain matey _________________ Look out for Twigboy

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

Posted: Mon Jul 16, 2007 3:43 pm Post subject: |

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.
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
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 |

Posted: Mon Jul 16, 2007 7:57 pm Post subject: |

Sweet! _________________ http://www.planetcocot.net/

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Tue Jul 17, 2007 2:16 pm Post subject: |

Specular usually doesn't look 'right' on grass/dirt... _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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

Posted: Tue Jul 17, 2007 3:15 pm Post subject: |

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
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Mon Oct 22, 2007 3:52 am Post subject: |

/me burps It's not as nice as scythe knight was but... http://tlb.quakedev.com/PICS/misc/soup.jpg _________________ "Roboto suggests Plasma Bazooka."

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Fri Feb 29, 2008 12:54 am Post subject: |

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. _________________ There's no signature here. Stop looking for one.

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Madfox Joined: 15 Jan 2005 Posts: 36 Location: Holland |

Posted: Sat Jul 18, 2009 1:08 am Post subject: |

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

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