What are you working on?
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Well, I've done some running animation.. here's a pic of them running around. I'll record a video when I get more animations/actions and maybe sounds for them done. I don't plan to complete all animations right away, just all the basic stuff: idle, walk, run, attack right, attack left, attack both, maybe a jump, pain and death. I think later it could have crouching/crawling, climbing and swimming too.

Well, I've done some running animation.. here's a pic of them running around. I'll record a video when I get more animations/actions and maybe sounds for them done. I don't plan to complete all animations right away, just all the basic stuff: idle, walk, run, attack right, attack left, attack both, maybe a jump, pain and death. I think later it could have crouching/crawling, climbing and swimming too.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
(Nearly) finished outside of the pub. A prize (of "well done mate!") to the first person to recognise where I've copied it from.
A small amount of tinkering with it, plus some outside furniture to be added, and maybe a step. Inside is about 50% done.
A small amount of tinkering with it, plus some outside furniture to be added, and maybe a step. Inside is about 50% done.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Well Done Mate! (s)
Anyway yes it's based on The Winchester. It's not, however, a SOTD mod - the pub and, partly, what you do around it, are small homages to the film. Two of many homages to films, TV and games that will be interspersed thru' the mod. Not many will be as obvious as this one.
Anyway yes it's based on The Winchester. It's not, however, a SOTD mod - the pub and, partly, what you do around it, are small homages to the film. Two of many homages to films, TV and games that will be interspersed thru' the mod. Not many will be as obvious as this one.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Love the details in windows and the building overall. You must have spent many hours on that. How do you feel about working with Worldcraft? Is it better than QuArK?
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
@ajay: just... WOW. Great job.
I'd suggest to use a more "noisy" and less bright white texture to the windows and wall ornaments, though. As is it looks like it was just painted, and kinda breaks a bit the mood.
But please, don't take this suggestion as a criticism.
I'd suggest to use a more "noisy" and less bright white texture to the windows and wall ornaments, though. As is it looks like it was just painted, and kinda breaks a bit the mood.
But please, don't take this suggestion as a criticism.
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
Yeh, the white is too clean, may well fix it at some point (#7365 in my list of tweaks) I could just pretend it's been refurbished recently...
Ironically the 'real' Winchester pub (the 'Duke of Albany') was sold just after the filming of SOTD, the new owners, realising the money to be made from having the real estate from a reasonably iconic movie, did NOT do it up, rename it "The Winchester" and have a gun above the bar. Nope the fools tore it down and rebuilt flats on the site.
My daughter's gutted as she is at uni round the corner, and could have really had it as her local.
Ironically the 'real' Winchester pub (the 'Duke of Albany') was sold just after the filming of SOTD, the new owners, realising the money to be made from having the real estate from a reasonably iconic movie, did NOT do it up, rename it "The Winchester" and have a gun above the bar. Nope the fools tore it down and rebuilt flats on the site.
My daughter's gutted as she is at uni round the corner, and could have really had it as her local.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Worldcraft: I've only ever mapped with it so can't appraise and compare it with other editors. I don't find it particularly limited in regard of what I want to do within Quake's limitations....
Having said that maybe I've just gotten used to working within it's faults.
What I find particularly difficult is lighting; it's fairly easy in this level as I've just set a min light level of 10 and then every other light source is just a street light or lamp or light on a building. What would be good for other maps is to be able to almost 'paint' light and darkness on a level.
But I digress; Worldcraft better/worse than Quark? No idea!
Having said that maybe I've just gotten used to working within it's faults.
What I find particularly difficult is lighting; it's fairly easy in this level as I've just set a min light level of 10 and then every other light source is just a street light or lamp or light on a building. What would be good for other maps is to be able to almost 'paint' light and darkness on a level.
But I digress; Worldcraft better/worse than Quark? No idea!
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
I actually like the white textures in it, the great lighting you put in them makes them look very realistic with no need to stain/dirt/damage them. Real buildings can often look that very clean at that far.
Worldcraft is a lot more intuitive (and therefore easier) to work with than QuArK, that's for sure. However, since QuArK can display precompiled BSP models' geometry during map editing, it's great for editing map entities and for making new BSP entities to integrate with precompiled maps; that's how I created the BSP models in maps\skies that Makaqu's progs.dat uses for making the skies in Quake's original maps non-solid.
Worldcraft is a lot more intuitive (and therefore easier) to work with than QuArK, that's for sure. However, since QuArK can display precompiled BSP models' geometry during map editing, it's great for editing map entities and for making new BSP entities to integrate with precompiled maps; that's how I created the BSP models in maps\skies that Makaqu's progs.dat uses for making the skies in Quake's original maps non-solid.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Been working hard on the map, completed a major restructuring of the north-west corner.
Started a mini site for the mod:
http://www.ajaysquakesite.co.uk/earthquake/news.htm
Which includes first draft of first chapter of the back story.
And yes, it's a wall of text, with minor formatting, and an idiosyncratic use of italics rather than quotation marks.
Started a mini site for the mod:
http://www.ajaysquakesite.co.uk/earthquake/news.htm
Which includes first draft of first chapter of the back story.
And yes, it's a wall of text, with minor formatting, and an idiosyncratic use of italics rather than quotation marks.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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