Search found 137 matches

by sock
Thu Sep 12, 2013 12:31 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6132085

Re: What are you working on?

I made some neat little engine hacks to darkplaces to make quake a top down shooter. Thats looks really cool, I liked the black walls on the corridors, it felt like sight shadows. How does the mod cope with vertical height in maps when it is top down? Any plans to have alpha/transparent sections th...
by sock
Tue Sep 03, 2013 7:32 pm
Forum: Mapping
Topic: RTLights
Replies: 10
Views: 3030

Re: RTLights

@Nahuel, thanks for the link, I did not know you had done a mod for editing the rtlights, very cool idea. :)
by sock
Tue Sep 03, 2013 6:38 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 65643

Re: Quake MOD - In The Shadows

Yeah it is odd how most of the Quake gibs are humanoid, but I imagine ID ran out of time and hit model limits (255 per map). I originally created the extra gibs for weapons but I extended it to body part as well. I cut most of the creature parts at the leg and arm bone joints. The stumps are painted...
by sock
Sat Aug 31, 2013 3:28 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 65643

Re: Quake MOD - In The Shadows

One of the primary features of the stealth system is that monsters explode into a shower of body parts and the default system is very basic (arm/leg/torso/slice). I felt this was something that should be more interesting visually, so I started by rework the existing assets and add new multiple frame...
by sock
Fri Aug 30, 2013 2:44 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 65643

Re: Quake MOD - In The Shadows

Shadowgate (S1M1) was the first test map I created for the mod and was a good place to start my eye candy visual boost. These screenshots are from the Darkplaces engine with real time lighting, custom particles and various shader effects. Guard Duty in the Cave http://www.simonoc.com/images/design/s...
by sock
Fri Aug 30, 2013 3:27 am
Forum: Mapping
Topic: RTLights
Replies: 10
Views: 3030

Re: RTLights

Ideally I would love the map importer part of r_editlights to be extended but I have no idea how that could be done or if anyone is working on DP anymore. Using save/load constantly is not really an undo function!?! More wishes * Being able to see the rtlight radius visually in the engine, could be ...
by sock
Fri Aug 30, 2013 3:20 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 65643

Re: Quake MOD - In The Shadows

A quick video showing the extra visual options of the Darkplaces engine; real time lighting, custom particles and various shader effects.
http://www.youtube.com/watch?v=0LhYn1R4OTI
by sock
Thu Aug 29, 2013 7:21 pm
Forum: Mapping
Topic: RTLights
Replies: 10
Views: 3030

Re: RTLights

@ceriux, I am already generated colour light information (.lit file) from my map. I am using a light compiler with the code update from MH. The problem is I want to store the DP specific light information in the map file and that seems impossible at the moment. @LordHavoc, at first I was entering th...
by sock
Mon Aug 26, 2013 5:11 pm
Forum: Mapping
Topic: RTLights
Replies: 10
Views: 3030

Re: RTLights

Yeah I have been experimenting with the inengine editor (r_editlights) but I was hoping there could be a way to connect the map file to the rtlights file so that light updates can be synchronized. Found a couple of interesting bugs while using the editor, I just wish there was an undo function for d...
by sock
Mon Aug 26, 2013 4:56 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 65643

Re: Quake MOD - In The Shadows

Been experimenting lately with adding darkplace options to my mod like rtlight files and liquid shaders. Any feedback from the darkplaces community would be welcome or how this looks.

Image
by sock
Sat Aug 24, 2013 5:14 pm
Forum: Mapping
Topic: RTLights
Replies: 10
Views: 3030

RTLights

I have been experimenting with generating RTlight files for my mod to use in the darkplaces engines and I cannot find much documentation online to help me out. I was wondering if anyone here could give me some help or links to some documentation regarding the following questions: 1 ) Is there a way ...
by sock
Wed Aug 21, 2013 11:23 pm
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 56435

Re: Engoo

Did you disable blood? r_particleblood -1
No I just used the default settings, but I am generating 1000+ entities when starting my MOD and I kept getting packet overflow errors. Once I have a more stable version of my MOD I will send you a copy so you can see for yourself.
by sock
Wed Aug 21, 2013 11:20 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 65643

Re: Quake MOD - In The Shadows

Yeah! Rock Paper Shotgun wrote an article about the MOD -
It’s 2013 And I Want To Play Quake: In The Shadows | Rock, Paper, Shotgun

Image
by sock
Mon Aug 19, 2013 9:57 pm
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 56435

Re: Engoo

Wow I love what you have done with the torches! They look amazing with the fog. I tested it with my MOD and got some problems. * Alpha flag does not work on models * When I shot monsters I did not get any blood particles * I cannot set a windowed resolution higher than 800x600 on the menu * It is di...
by sock
Wed Aug 07, 2013 10:37 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 65643

Re: Quake MOD - In The Shadows

@jitspoe, yeah I know what you mean, the texture resolution is so low that diagonal lines are not blending properly. I should of hand painted those arches so they blended better and use the Quake palette properly. If I cut the arches into separate brushes and rotate the textures there will be seams ...