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Postby Irritant » Sat Oct 16, 2010 2:00 pm

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


Well DP has ODE implemented, as well as the IQM model format, so I suppose that some of our code would work for it. However I read something that Divverent had mentioned before that any kind of ragdolls or animation blending would not be practical for multiplayer gaming because DP has it tied into QC.
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Postby ceriux » Sat Oct 16, 2010 4:43 pm

porn like your guy so far. his coat and helmet how ever i feel is just a bit too bright of a green.
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Postby frag.machine » Sat Oct 16, 2010 4:57 pm

ceriux wrote:porn like your guy so far. his coat and helmet how ever i feel is just a bit too bright of a green.


Nah, I blame QME plastic-looking lightning. It makes an ogre skin shine. :P
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Postby dreadlorde » Sat Oct 16, 2010 9:39 pm

Sure that's qME? Looks kind of like blender.
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Postby horrorporn » Sun Oct 17, 2010 2:46 am

yeah, blender with texture filtering turned off. I intend to have gl_nearest on so I can have tiny textures that don't look muddy.

as for the soldier, I think I need to change his proportions to make the gorilla arms more plausible, which will mean a new and better UV layout and a new and better texture.
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Postby ajay » Sun Oct 17, 2010 12:28 pm

I very much like the soldier, great style, so well done with the limits of quake's models.
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Postby ceriux » Sun Oct 17, 2010 5:49 pm

i say just shorten his forearms
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Postby gnounc » Mon Oct 18, 2010 2:38 am

I'm pretty sure the forearms are intentional, didnt he say something about it being a gorrila? Unless he meant geurilla.
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Postby horrorporn » Mon Oct 18, 2010 5:47 am

the gorrilla arms are indeed intentional, my problem is kneading the verticies so I can make all the important parts of the model bigger without things looking silly, and maybe redoing the shoulders.
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Postby frag.machine » Mon Oct 18, 2010 10:52 am

The models are great, but looking more closely I think those shoes kinda don't fit in a WW2 soldier outfit. Maybe boots would be better ?
Also, are you going to make the Axis counterpart ?
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Postby Urre » Mon Oct 18, 2010 7:36 pm

Working on a small first-person puzzlegame. Unfortunately not using a Quake engine, but I'm loving it. Will post here if there's interest
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Postby Spirit » Mon Oct 18, 2010 8:07 pm

There definitely is interest!
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Postby jim » Wed Oct 20, 2010 12:10 am

I agree, boots would be nicer on the soldier. The pants, socks, shoes look more like some medieval/renaissance guy. I think both the stock and the front handle/grip should be longer on the thompson.

I started working on a new monster. It will shoot acid from the tubes. Currently at 2496 polygons.

Image
zbang!
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Offtopic, I know

Postby Chip » Fri Oct 22, 2010 1:02 am

A bit of spare time, too little to do Quake programming, but enough to do this:

Image Image

Image Image

:D
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Postby Junrall » Fri Oct 22, 2010 3:30 am

That's very sharp, Chip!
What software are you using?
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