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

Posted: Sat Mar 27, 2010 10:48 am Post subject: |

http://www.youtube.com/watch?v=TzPnhEkjWmI More tweaking. Shrunk the cellar ++, changed a couple of textures, changed the lighting (may review), changed the hatch button, made the hatch self-close, placed a button 'upstairs' _________________ my site

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

Posted: Sat Mar 27, 2010 4:27 pm Post subject: |

ajay wrote:
http://www.youtube.com/watch?v=TzPnhEkjWmI More tweaking. Shrunk the cellar ++, changed a couple of textures, changed the lighting (may review), changed the hatch button, made the hatch self-close, placed a button 'upstairs'

I've been following this thread and am enjoying your updates and improvements... nice work!
Hope you don't mind me throwing in my two cents worth
I noticed the flashlight flickers... is that an effect you were going for? When I first saw this it reminded me of what it would look like if you were holding a torch.
Also, a nice effect would be having the illumination of the flashlight slightly sway with the swaying of the weapon.
Again... nice work!
_________________
Good God! You shot my leg off!

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

Posted: Sun Mar 28, 2010 8:26 am Post subject: |

Looking cool jim _________________ Look out for Twigboy

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

Posted: Sun Mar 28, 2010 9:50 pm Post subject: |

I've changed the anatomy/pose, got some suggestions on another forum that it should have a more real biped reptile/dino pose. Made the backpack into a corset.. a normal backpack just didn't look like it would be easy to use with those spike arms up there.
Here's it just naked..
http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_wire_13.png
http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_wire_14.png
http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_wire_15.png
_________________
zbang!

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sun Mar 28, 2010 10:39 pm Post subject: |

Heh, that's how a WoW murloc would appear in a non-cartoonish style game _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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

Posted: Sun Mar 28, 2010 10:53 pm Post subject: |

http://www.youtube.com/watch?v=O1fk2Qavg-g _________________ my site

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

Posted: Mon Mar 29, 2010 1:03 am Post subject: |

The flashlight looks very flickery. The outside area of the level looked very nice. Haa, murloc! Seems like there's more than just the appearance that's similar.. My character also lives in the swamp and other moist areas. I'm guessing that the speech of my character will sound like them too. Not that I'm going to listen how murlocs speak before doing my character's voice. I can tell that I've planned to use my throat singing voice to do it.. but not so deep that it sounds like deathmetal.. something like half throat, half normal.
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zbang!

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

Posted: Tue Mar 30, 2010 12:17 pm Post subject: |

http://img511.imageshack.us/img511/5884/ss20100330131609.png Taken on the PSP, using Remotejoy which allows anything on screen to be rendered onto a PC screen through USB. Colours and brightness are much nicer on the PSP. _________________ Working on Solitude

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Mar 30, 2010 3:08 pm Post subject: |

SamUK wrote:
http://img511.imageshack.us/img511/5884/ss20100330131609.png Taken on the PSP, using Remotejoy which allows anything on screen to be rendered onto a PC screen through USB. Colours and brightness are much nicer on the PSP.

Color scheme looks good. That and lighting are the most important parts of a map visually, really.

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

Posted: Tue Mar 30, 2010 10:22 pm Post subject: |

Very nice _________________ Look out for Twigboy

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Tue Mar 30, 2010 11:50 pm Post subject: |

A native DirectDraw driver for WinQuake. The intention is to have a drop 'n' go direct replacement for the disgrace that is vid_win.c and that doesn't require that godawful Scitech MGL library. I realise it's probably been done before, but - hey! - I'm having fun.
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DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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

Posted: Wed Mar 31, 2010 12:33 am Post subject: |

sammy solitude is starting to look really nice. _________________ QuakeDB - Quake ModDB Group

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

Posted: Wed Mar 31, 2010 2:45 am Post subject: |

The textures, colour and atmosphere in that halo game reminds me of half-life1... I made a skeleton for my character. I made some poses too. The "rifle test weapon" was a bit too big size.. and maybe I need to test a bit more how to pose it hold a rifle. Or maybe it needs longer arms?
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zbang!

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

Posted: Wed Mar 31, 2010 6:54 am Post subject: |

That's awesome jim! I like this character the best of all the ones I've seen you pump out thus far Also, I'm working on a one-button car game. _________________ Look out for Twigboy

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

Posted: Wed Mar 31, 2010 7:12 am Post subject: |

Nice work guys! Cool to see so many new works. Urre: if you like, I probably have some low poly car models from yeaaaaaars back laying around you could use as placeholder, I think i had 5 or so. None of which are textured (hence just placeholder for you
Finally working on "the unnamed" mod again.
Here's a printscreen from the maya viewport showing the mk2a1 grenade (viewmodel) I just did up.
The world version is modeled too, just need to get the textures done on it.
Will post more progress as I do stuff.
_________________
Unit reporting!
http://www.bendarling.net/

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