What are you working on?
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Irritant: I really liked your maps.
jim: interesting concept, is this a variant from your previous snake like biped ?
jim: interesting concept, is this a variant from your previous snake like biped ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:jim: interesting concept, is this a variant from your previous snake like biped ?
No, completely new. I think the snake like biped was a bit too highpoly for what I want.. and it started to feel like no one would dare to attack it. Like some other aliens, demons or something would try to invade their planet, they'd have too much trouble doing so. I need to make a "weaker" player character later. But in a way this model replaces that earlier model, but is an enemy character.
Well, here's it with some wip texture:
zbang!
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jim - Posts: 599
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- Location: In The Sun
Those images sure are pretty, but the lighting in the second two shots looks kinda off. The bright spots just look like they're being lit from out of nowhere, like there's just a radius light nearby, with no identifiable source. If that's supposed to be sunlight coming in from behind the viewer, it doesn't quite seem to convey that.
Those textures are pretty amazing. Did you make them yourself, or use someone elses? The brushwork is quite detailed and really well done.
Finally, the middle pic has some power ups visible that I don't recognize. What mod is this?
Those textures are pretty amazing. Did you make them yourself, or use someone elses? The brushwork is quite detailed and really well done.
Finally, the middle pic has some power ups visible that I don't recognize. What mod is this?
- Karatorian
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They look like power ups from Quake III. I think the map is a Quake III map, too.Karatorian wrote:Finally, the middle pic has some power ups visible that I don't recognize. What mod is this?
Nice work, Irritant.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
Yes, the light patches are from sunlight coming from behind the viewer, over the tops of buildings. It's a tough thing to make that look right, still tweaking it some.
The map is for Alien Arena, not Q3
The map is for Alien Arena, not Q3
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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Just as fun.Irritant wrote:The map is for Alien Arena, not Q3
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
I've been working in some new monsters...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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Error - InsideQC Staff
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- Location: VA, USA
I've returned to work on earthQUAKE. Have rebuilt one building as it was (even for me) properly shoddy. I'm now working on two aspects of eq0101 simultaneously as I get distracted easily:
- finsihing the pub
- buidling the insides of all the houses that are accessible
Once they're completed I'll be rebuilding the church (I'd ripped it from Bulldog Stadium, and although it's externally pretty it has no 'insides', which needs resolving) and building a 'park' area.
... Then; there's at least another 50% of the level to build; more houses, a shop (or two), roads, sewers, a car park plus other stuff.
EDIT: I'm going to push it as far as I can re: size, detail, complexity. The bottom line (and from a very non-technical viewpoint) is that if it runs smoothly in FitzQuake on my very low performance laptop, then it's fine. When it judders along, time to re-think.
Once all that's done, it's a return to coding; increasing Gyro implementation, gameplay elements, monster enhancements, level/objective progression.
Then it's polish, tweaking, tinkering and then a release sometime in 2015. Magic.
- finsihing the pub
- buidling the insides of all the houses that are accessible
Once they're completed I'll be rebuilding the church (I'd ripped it from Bulldog Stadium, and although it's externally pretty it has no 'insides', which needs resolving) and building a 'park' area.
... Then; there's at least another 50% of the level to build; more houses, a shop (or two), roads, sewers, a car park plus other stuff.
EDIT: I'm going to push it as far as I can re: size, detail, complexity. The bottom line (and from a very non-technical viewpoint) is that if it runs smoothly in FitzQuake on my very low performance laptop, then it's fine. When it judders along, time to re-think.
Once all that's done, it's a return to coding; increasing Gyro implementation, gameplay elements, monster enhancements, level/objective progression.
Then it's polish, tweaking, tinkering and then a release sometime in 2015. Magic.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
frag.machine wrote:I've been working in some new monsters...
You should make an alternate version of the cyborg.. instead of a gun, he carries a huge portable stereo boombox. I just thought he looked like doing some "dance walking" to the rhythm of his "umph-tsi-umph-tsi".
Aw, the video suddenly died and couldn't see the last 20 seconds of it.. and now I can't watch it again either.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Error wrote:that ninja one looks an awful lot like psylock from xmen: roa.
Because IT IS a (poorly) re skinned psylocke.mdl from Xmen:RoA
@jim: heh, cyborg bust a move
I cut the movie because after killing the poor cyborg those ninja bitches started running after me, and I just killed all of them.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
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