What are you working on?
Moderator: InsideQC Admins
Chip wrote:Damn, Ajay! The houses look awesome. Your city starts to shape up. The skybox looks horriblebut 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.
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Very impressive, ajay. I'm working in a city-themed map too, but far less faithful than yours - I allowed myself some licenses, heh
. 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)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 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
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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!
Your wife can't tell the difference between Quake and UT2004!?
quake - brown and blue
unreal - redgreenbluepurpleyellowbrowngrayblackblackgreenhazelindigoolivecrimsonaqua AND CORONAS
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 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..


zbang!
-

jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
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!
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!
-

Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
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!
mmm sweet sweet aliasing, thanks maya!
Keep up the good work everyone!
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!
mmm sweet sweet aliasing, thanks maya!
Keep up the good work everyone!
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
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
Not much of a texture artist, but fancied a prop in my map.
It took far longer then I thought, more then likely due to the tablet-less situation -.-
Not much of a texture artist, but fancied a prop in my map.
It took far longer then I thought, more then likely due to the tablet-less situation -.-
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
We've planned on using them since day one, we've got tons of modelled props.
Edit: To stop spam, we've used them in a few maps already.
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.
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
Who is online
Users browsing this forum: No registered users and 1 guest

