What are you working on?
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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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frag.machine - Posts: 2090
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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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goldenboy - Posts: 924
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ajay - Posts: 559
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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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Dr. Shadowborg - InsideQC Staff
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http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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- Location: Maryland
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ajay - Posts: 559
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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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qbism - Posts: 1236
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Glad you guys like it
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.
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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jim - Posts: 599
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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.
It just appeared blurrier in ModDB.. so I linked Youtube here.
zbang!
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jim - Posts: 599
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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.
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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jim - Posts: 599
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Ragdolls in Alien Arena!
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
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
- Irritant
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irritant: That's p. boss. How suitable would that be for darkplaces?
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.
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.
- horrorporn
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