What are you working on?
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This is already done. But previously it was for my own private use and therefore a little kludgy, so I'm just making it nice and fixing it up.
I told Spirit I'd finish and release this.
I used it to convert the entire Nexuiz WAD set to both Quake and Half-Life formats.
http://www.quake-1.com/files/developer/ ... e_wads.zip
(The above is older Nexuiz, maybe 2-3 versions ago. 2008 or 2007 ish).
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
ceriux wrote:just incase i cant get it fixed... 3dsmax is having issues with opengl ... (in win7) im trying to get it fixed...
Don't worry, there's absolutely no rush. Take your time, and thanks for the interest in helping. Meanwhile I'm hammering more QuakeC code (monsters, map entities, gameplay, weapons, npcs, etc) and working with the models I have.
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
No, my initial idea was keeping the 4 players (or bots) limit: Quake Mariner, Doom Guy, Duke and the Doc Crowbar, I mean Freeman. As I was having a hard time improvising a convincent model to this last, I decided to drop it and add Lara Croft - you know, I already had a fairly good model just needing a new skin and besides a female character breaks a bit the excess of testosterone.
That said, I don't know if a coop/sp mod would work well with more than 4 players/bots. Even now I have a hard time avoiding friendly fire from FrikBots.
EDIT: for mispelling.
That said, I don't know if a coop/sp mod would work well with more than 4 players/bots. Even now I have a hard time avoiding friendly fire from FrikBots.
EDIT: for mispelling.
Last edited by frag.machine on Thu Jan 21, 2010 1:19 am, edited 1 time in total.
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
frag.machine wrote:ceriux wrote:just incase i cant get it fixed... 3dsmax is having issues with opengl ... (in win7) im trying to get it fixed...
Don't worry, there's absolutely no rush. Take your time, and thanks for the interest in helping. Meanwhile I'm hammering more QuakeC code (monsters, map entities, gameplay, weapons, npcs, etc) and working with the models I have.
ok i just installed max 2009, lets see if that works better than 2010
ok 2009 seems to be working good in software mode! ill get started on the model later tonight, girls comin over for a bit. after that im all free.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
ceriux wrote:ok 2009 seems to be working good in software mode! ill get started on the model later tonight, girls comin over for a bit. after that im all free.
Heh, give to the lady the due attention. Mr. Freeman can await a bit more.
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
Ha, that looks cool
I've been tweaking the normal and specular textures..
http://koti.mbnet.fi/jeejeeje/wip/newnormals_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_03.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_05.jpg
and here's a painting I made yesterday..
http://koti.mbnet.fi/jeejeeje/photos/mo ... psy_02.jpg
I've been tweaking the normal and specular textures..
http://koti.mbnet.fi/jeejeeje/wip/newnormals_01.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_02.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_03.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_04.jpg
http://koti.mbnet.fi/jeejeeje/wip/newnormals_05.jpg
and here's a painting I made yesterday..
http://koti.mbnet.fi/jeejeeje/photos/mo ... psy_02.jpg
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
ceriux wrote:lol will do , in the mean time, i found this pic, the suit somewhat resembles that of the original found in the previous picture i posted.
ill probable use it as a reference.
LOL! Ivan the Space Biker is back!
Actually, doing Gordon Freeman as it was originally conceived would be really funny.
There's more here
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
i was going to give him the more known gordon head =p just the quake version hl hev suit!
lol i wish half-life would have stuck to stuff like this.
(has really good scripted sequences for quake engine)
http://www.gametrailers.com/user-movie/ ... 997/114534
edit: also still having issues with max =/ ill let you know if something starts working right -.-
okkkk.... i got max 2010 working... almost to par... so i got started...
what i got so far. all wip...
let me know if u like the mesh before i start on the head. the last pic is where im at. bed for now 5:30 am -.-
lol i wish half-life would have stuck to stuff like this.
(has really good scripted sequences for quake engine)
http://www.gametrailers.com/user-movie/ ... 997/114534
edit: also still having issues with max =/ ill let you know if something starts working right -.-
okkkk.... i got max 2010 working... almost to par... so i got started...
what i got so far. all wip...
let me know if u like the mesh before i start on the head. the last pic is where im at. bed for now 5:30 am -.-
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Looks good, but I think you'll have problems to animate the legs, maybe use some more polys on knees. Otherwise it's fine. About the head, I was just joking 
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
No, you can make the head as you intended, I was just joking 
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
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