What are you working on?
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jim wrote:I've been working on starting doing something... So far I've been unsuccessful... I've meant to work on making my reptile character have a bit different kind of extruding spikes/blades. Instead I've just played Deus Ex...
Now for something completely different:
I just made them morph, and switched Zelda's hand to the other side, so it morphs nicer with the king... Now that I look at it, I could have added more morph points, so it would've morphed even better.
MAH BOI

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Trickle - Posts: 66
- Joined: Thu Mar 26, 2009 11:20 pm
ceriux wrote:really? only thought they went up to md3.
FTE supports md5. DP does not.
MD5 is a little more widely supported by modelling tools.
MD5 is more interesting if you wish to share animations between models.
Talking about animation, Jim, that guy does look like he'll be fun to animate.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Working on some clothing for my character... Each clothing set is meant to be a different character, they will also have different skin colours & patterns, something similar what snakes have, one could have colours like a python, another could have viper pattern.. maybe third could have this basic green.. For a start, I think this is just fine, later I could do some differences to the body model too.


zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
All maps from episode 1 (Ziggurat Vertigo included) cranked into a single .BSP file (light is incorrect, but it's fully VISed):
ATM no monsters or items, only the bare minimum entities to allow to reach the end of the map (doors, plats and a few teleporters). May be a good place to a survival mod or something like that.
EDIT: Ok, I lied about the monsters: Chton is there, just to trigger the exit (that brings you back to e1m1).
ATM no monsters or items, only the bare minimum entities to allow to reach the end of the map (doors, plats and a few teleporters). May be a good place to a survival mod or something like that.
EDIT: Ok, I lied about the monsters: Chton is there, just to trigger the exit (that brings you back to e1m1).
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
/me loves frag.machine
I meant to attempt that myself, although I would've left monsters in, and required an engine with increased entity limits to run it. The original plan was to have the start map as a hub, and all the episodes would span from the episode selection rooms forward. It would've been awesome. Could still be done, ofcourse.
Note though, it wouldn't be worth it unless as many of the exits/entrances as possible would be made seamless. No teleports between levels besides the ones which have actual teleports. Slipgates between start map and e*m1 could be skipped too, for awesomeness.
Haven't tested yours yet, will do
I meant to attempt that myself, although I would've left monsters in, and required an engine with increased entity limits to run it. The original plan was to have the start map as a hub, and all the episodes would span from the episode selection rooms forward. It would've been awesome. Could still be done, ofcourse.
Note though, it wouldn't be worth it unless as many of the exits/entrances as possible would be made seamless. No teleports between levels besides the ones which have actual teleports. Slipgates between start map and e*m1 could be skipped too, for awesomeness.
Haven't tested yours yet, will do
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
I did up a version of VIS that supports multithreading for Windows.
http://wantonhubris.com/blog/2009/07/29 ... r-windows/
The guys over at func_ are enjoying it!
http://wantonhubris.com/blog/2009/07/29 ... r-windows/
The guys over at func_ are enjoying it!
- Willem
- Posts: 73
- Joined: Wed Jan 23, 2008 10:58 am
What's all this talk that BSP's were only good for the old fixed function pipeline graphics cards? Graphic's folk are now saying that BSP's are no longer needed. You can just have static meshes that act as map objects and perform collision detection on them, or something like that.
Maybe Quake needs to take advatage of this...
Maybe Quake needs to take advatage of this...
....noodle...
- Zylyx_
- Posts: 111
- Joined: Wed Dec 05, 2007 6:52 pm
- Location: scotland, uk
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