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Postby ceriux » Wed May 05, 2010 10:52 pm

ahh ic then yeah id have to see it in motion, visually it reminds me of a DS game.
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Postby Urre » Thu May 06, 2010 3:11 am

Added some night effects, might not be very visible in this video...
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Postby Swift » Thu May 06, 2010 8:10 am

Urre wrote:Error: here's some footage from a very old version of Twig (albeit newer than what's released) which shows off some cars with steering capabilities. It was in a very bad stage, we we're tweaking back and forth so physics were a bit off and the cars were very slippery. Nothing a good tweakage couldn't fix though. Strap-on-bomb Car is based on this.

Wow Urre. That map is really pretty. What did you use to create it?

It reminds me of half-life episode 2.

Quake 3 bsp?
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Postby Urre » Thu May 06, 2010 10:48 am

As the youtube description tells us, that map is not made by me, it's a custom map for Nexuiz. But yes it's Q3 BSP
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Postby Swift » Thu May 06, 2010 2:44 pm

Urre wrote:As the youtube description tells us, that map is not made by me, it's a custom map for Nexuiz. But yes it's Q3 BSP

Ohh yeah. Actually the transparency on the grass looks really off : S. Any chance we will see working vehicles packaged up as a pluginable module Urre, one day? : )
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Postby Chip » Thu May 06, 2010 3:39 pm

Urre wrote:Added some night effects, might not be very visible in this video...


I could hug you right now! It really starts to look cozy!

I like the rain (is it DP standard rain?), I like the headlights (you should darken the atmosphere more for night mode).
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Postby Urre » Fri May 07, 2010 9:38 am

Swift wrote:Any chance we will see working vehicles packaged up as a pluginable module Urre, one day? : )


There's a big risk it will take a very long time, but that's been the plan yes :)

The gamma4car test I released a while ago contains the code I use for those cars, so you could get started with it already if you want to. editor_client.qc contains all car related code. car.ubj in data contains the info for the object.
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Postby Urre » Fri May 07, 2010 9:41 am

Chip wrote:I like the rain (is it DP standard rain?), I like the headlights (you should darken the atmosphere more for night mode).


Yeah I'll tweak the look of it a bit, I actually meant to just do a cloudy day, but it was so dark I decided to call it night-mode. I'll need to make a better cubemap for the clouds, so it works for cloudy day as well.

The rain is made using my custom particle system, used by all particles in the game. They're actually models, spewn out by QC :)
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Postby Downsider » Fri May 07, 2010 11:03 am

Ouch, serverside particles? So long as your game isn't multiplayer..
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Ma project

Postby UrbanKid » Fri May 07, 2010 1:11 pm

I made the model my self....and i didn't rip
i got an idea at school and i got an idea Future Warfare[not sure yet]
so far i got some models done
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Sorry For Dual Posting

Postby UrbanKid » Fri May 07, 2010 1:26 pm

Oh yeah I MADE THEM....Well i used milkshape to make this the player model took me a long time especially the fingers....i didn't knew so i took a picture of my hand and tried i look at my hand and made fingers but the models are around 2kpoly....
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Postby Urre » Fri May 07, 2010 3:25 pm

Downsider wrote:Ouch, serverside particles? So long as your game isn't multiplayer..


Yeah, I've always held back a lot of creativity because I tried to think about how to make things work best for multiplayer, but figured I could just as well make things singleplayer only, and have more fun making stuff!
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Re: Sorry For Dual Posting

Postby leileilol » Fri May 07, 2010 5:37 pm

UrbanKid wrote:Oh yeah I MADE THEM....

i'm somehow doubting 'player model chaos' was even done in milkshape or even by you, it certainly has a higher quality than anything else in the picture
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yea

Postby UrbanKid » Sat May 08, 2010 2:16 pm

i know that because it is around 2k poly near 3k...i don't think it will run on quake
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Re: yea

Postby Downsider » Sat May 08, 2010 2:41 pm

UrbanKid wrote:i know that because it is around 2k poly near 3k...i don't think it will run on quake


You dumb.
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