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Postby ajay » Sun Apr 04, 2010 8:04 am

Chip wrote:Damn, Ajay! The houses look awesome. Your city starts to shape up. The skybox looks horrible :shock: but I'm sure you know this.

I'm looking forward to see your next updates.

P.S. The gas stop looks kinda out of place. Too modern.


The skybox may well get changed; the more I do of the city, the worse it looks.

As for the petrol station, well that's just the anachronisms of British cities, you get the new and old juxtaposed like that. It's a little 'clean' (the petrol station) but that's due to textures that I may replace.
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Postby frag.machine » Sun Apr 04, 2010 3:26 pm

Very impressive, ajay. I'm working in a city-themed map too, but far less faithful than yours - I allowed myself some licenses, heh :D. And the more I look your map the more I miss support to skyrooms in Quake. It reached a realism level where simple skyboxes textures hardly will reach.
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 ajay » Sun Apr 04, 2010 9:20 pm

Team Xlink wrote:That city looks awesome!

Is that Half-Life BSP? I think it might be because it looks like your using tex lights.


Nope, plain old quake bsp. Not tex lights. I'm not sure what they are to be honest, but the street lamps are just a white texture with a light underneath them. The flickering or broken lamps have a grey texture, which lightens when the light flickers so kind of looks 'on' then. Cheap tricks :wink:
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Postby leileilol » Sun Apr 04, 2010 9:21 pm

Junrall wrote:Very well done!
Did you re-size her "bouncies"?

I lined her up with her 'turning to the other angle' sprite, properly aspect corrected. She looks proper now and will make a good base for everyone else in the series with a "bouncies" (and believe me, they ARE bouncies, they flop apart in the ragdoll animation even (and before you call me out on how perverse that is, the actual game sprites did this as well))

I used the Blender PSK exporter which was strictly meant for UT3 vehicle creation, unmodified... and untested. The problem with PSK is that I can not get away by rigging from bone heat, which means I have to do the classic method of manually assigning to bones and weights by hand. It's easy to be spoiled by bone heat rigging, which is an ABSOLUTE TIMESAVER (and looks great if you're lucky), but... this will take even more time now.

Junrall wrote:Haha, after seeing your "bouncies" on your model, my wife says I can't play Quake anymore! :lol:

Your wife can't tell the difference between Quake and UT2004!?

quake - brown and blue
unreal - redgreenbluepurpleyellowbrowngrayblackblackgreenhazelindigoolivecrimsonaqua AND CORONAS
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Postby jim » Mon Apr 05, 2010 1:08 am

Testing how the normals from highpoly look on the model... kinda blurry.. though, in a way it's just good the way it is. I haven't yet fully decided if I'm going to do scales for it. I have thought of sculpting some few different versions of it, which I will use as different skins/characters. I think I will base them on this sculpt. At least I'll do two versions, if it's looking different enough, then I'll do more. Otherwise it's probably getting more different looking with different colour patterns. Also I'm going to use this model directly in first person too.. and place the player camera/view to follow some bone/helper/tag in front of the eyes. So you could see your feet, etc.. I guess this'll also save me the trouble of syncing first person and third person models..

Image

Image

Image

Image
zbang!
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Postby Junrall » Mon Apr 05, 2010 3:03 am

leileilol wrote:Your wife can't tell the difference between Quake and UT2004!?

quake - brown and blue
unreal - redgreenbluepurpleyellowbrowngrayblackblackgreenhazelindigoolivecrimsonaqua AND CORONAS


Haha! Are you kidding!? I don't think she has ever played a PC or console game in her entire life! Can you say Chutes and Ladders! :lol:

I'm fortunate that she accepts my hobbies... even if I pull an occasional "all-nighter" in front of my computer screen! She Rocks!
Good God! You shot my leg off!
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Postby Electro » Mon Apr 05, 2010 5:37 am

hehe I just try squeeze time in here and there while I can.
Nice work guys! Good to see so many busy peeps :)

Here's the pistol for the mod (same one I did the grenade for a couple of pages back). Only has the normalmap on the low poly atm... haven't done ambient occlusion or texturing yet. Figured it was far enough along to show a work in progress shot!

Image
Image

mmm sweet sweet aliasing, thanks maya! ;)

Keep up the good work everyone!
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Postby SamUK » Thu Apr 08, 2010 12:19 am

Pretty awesome stuff there Electro, you really need to re-link me to those sub-d modelling tutorials sometime, I've completely forgotten the site :o

Not much of a texture artist, but fancied a prop in my map.

Image

It took far longer then I thought, more then likely due to the tablet-less situation -.-
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Postby Downsider » Thu Apr 08, 2010 1:19 am

Finally using models for props, eh? Took you long enough.

I believe Radiant lets you view them in the editor.
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Postby SamUK » Thu Apr 08, 2010 2:22 am

We've planned on using them since day one, we've got tons of modelled props.

Image

Edit: To stop spam, we've used them in a few maps already.
Last edited by SamUK on Thu Apr 08, 2010 2:38 am, edited 1 time in total.
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Postby Downsider » Thu Apr 08, 2010 2:28 am

I said finally using them, not finally making them.
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Postby leileilol » Thu Apr 08, 2010 3:35 am

And the only point into making them is to drive them. Stapler Fahrer Klaus Quake, please.
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Postby Teiman » Thu Apr 08, 2010 12:06 pm

Thats a very right model. Congrats.
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Postby leileilol » Sun Apr 11, 2010 1:38 pm

I never got EGA Quake working in DOS, so I did the next best thing

Image
a glsl shader
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Postby Biodude » Sun Apr 11, 2010 7:08 pm

looks trippy and awesome :)
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