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Postby frag.machine » Thu Oct 07, 2010 3:16 am

ajay wrote: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.


I was reading about how you built the gas station, and then you said:
ajay wrote:As you can see in the image on the left, there are 2 'Esso' sign textures. This is due to the way Quake handles textures; they have a permenant 'bearing', therefore regardless of the angle you have a textured block in the game, the texture will face in one direction (imagine the texture like a word in some seaside rock, running through it.) Consequently you may make, for instance, a wall that will have an apparently mirrored texture.


I don't know about Worldcraft, but in Quark you can change the texture orientation just inverting the signal in the scale x/scale y values. You don't really need 2 textures.
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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Postby goldenboy » Fri Oct 08, 2010 3:53 pm

Indeed, you can flip textures. It's not always obvious how to do it, depending on the editor. I think in Radiant you have to invert the sign in the x or y direction, in Quest you have a button that says "Flip texture". I wish Radiant had that button.
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Postby ajay » Fri Oct 08, 2010 4:55 pm

I couldn't find how to do it in WC, can't say I looked that hard to be honest...
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Postby Dr. Shadowborg » Fri Oct 08, 2010 5:18 pm

ajay wrote:I couldn't find how to do it in WC, can't say I looked that hard to be honest...


In worldcraft, just use negative values on the texture's scale field.
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Postby jim » Wed Oct 13, 2010 1:57 pm

Here's a video of my mod: Swamp Warrior Demovideo 01
zbang!
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Postby Irritant » Wed Oct 13, 2010 2:04 pm

jim wrote:Here's a video of my mod: Swamp Warrior Demovideo 01


Love it :D
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby ajay » Wed Oct 13, 2010 3:29 pm

Irritant wrote:
jim wrote:Here's a video of my mod: Swamp Warrior Demovideo 01


Love it :D


I also love it, more so than the model screenshots; see it in action is wonderful.
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Postby qbism » Thu Oct 14, 2010 12:16 am

jim wrote:Here's a video of my mod: Swamp Warrior Demovideo 01


"Hey, leave the swamp warriors alone, this is their swamp!" So cool, I was rooting for them. A random idle animation like curling their head appendages or stretching their claws would be interesting.
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Postby jim » Thu Oct 14, 2010 9:27 am

Glad you guys like it :D

These creatures aren't the swamp warriors.. they're demons that have come to trouble the swamp warriors... I've thought of some idle animations to break the "breath idle" sometimes: They could look around a bit, and another where they sort of sharpen their claws accompanied with a "chink chink" sound.
zbang!
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Postby ceriux » Thu Oct 14, 2010 5:19 pm

jim leave your video unzipped and upload it to moddb please my school doesnt allow me to view your stuff unless its on there =(
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Postby jim » Thu Oct 14, 2010 6:30 pm

It is there as well... http://www.moddb.com/mods/swamp-warrior ... movideo-01

It just appeared blurrier in ModDB.. so I linked Youtube here.
zbang!
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Postby ceriux » Thu Oct 14, 2010 7:31 pm

cool thanks! i watched it , looks pretty cool! cant wait to see the custom weps u put it. also is your monster supposed to twitch once he dies on his back?
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Postby jim » Thu Oct 14, 2010 9:01 pm

Yea, both death animations have some random amount of twitching at the end. I think the twitch animation can be used when/if the corpses are damageable and are hit with something.

New weapons will be added some time later when I have a player model, next will be a monster. It will be another common medium sized monster, but something that has a ranged attack. Maybe I'll also do some generic/abstract health and armor pickups too.. thinking of a floating heart and a floating shield and colourmod them for different types. Later they should be repladced by "real" items.
zbang!
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Ragdolls in Alien Arena!

Postby Irritant » Sat Oct 16, 2010 7:21 am

4 months this took to get working right. A lot of help from Eihrul, we spent quite a few nights up late on this. Uses the Open Dynamic Engine, which suffice it to say, is not the best documented system.

At this point I need to create a script in blender to export the info needed for perfectly accurate ragdolls, but that is for another day. Meanwhile, here is the latest test vid.

http://www.youtube.com/watch?v=M8krDMa0hRM
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby horrorporn » Sat Oct 16, 2010 9:37 am

irritant: That's p. boss. How suitable would that be for darkplaces?

Image

the soldier is ~400tris with a 128*128 texture (WIP) and the guns are ~100tris with 64*64px textures. I'm working on a carbine and sniper rifle. And I intend to get a testmap knocked together as soon as I'm more confident with the tools and the pipeline.

I don't suppose somebody could suggest a well documented qc codebase to start getting these ingame with?

Also, not sure about any of those names but I've changed my mod folder's name to WTFWW2.
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