What are you working on?
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jim wrote:They look kinda messy, would be better to show them with just one colour.
Well.. I finally got colour patterns done for my character. Does it matter what colour is used in the texture on areas that change colour using "pants" or "shirt"? I'm thinking all the green parts will be one area and the orange parts will be another area. I guess the black will stay as it is.
good work
jim wrote:Oh well, maybe I'll try improve the vertex weights.. just remembered that I really need to do that elsewhere too.. the head has bad weights, the ears go weird if I rotate the head horizontally.
Ok and then here's an update to the skins. I think this will be final, because I don't know what else I could do to them. Well, I've thought of improving the highpoly model.. I just feel some scales in the tail bottom & end are wrong, mostly because the tail poly topology was kinda crappy. I'll probably add some more poly sections to the tail, so it'll appear smoother with animations.
what program do you use to make these???????????????????
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Thanks
I'm using Paint Shop Photo Pro X3. In a way it's nice, but then it got some weird stupid bugs, I might switch into an older version, but I actually bought the program, so it would feel stupid using a pirated version. I hope Corel releases an update soon. I reported the bugs to them so they would know to fix them.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Hopeful plan is to have something playable in some 2 to 4 months. Currently I have various outdoor textures, a semi-complete metal texture set and this character without animations (only a few poses for screenshots)... and all could use some polishing.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Into slight spoiler territory, but with a huge amount of help a really cool feature has the hardest bit of it implemented, well the hardest bit so far, there's 4 other elements to it that in my head appear straightforward, but you never know...
Anyway the video linked below shows it being tested; you complete a gameplay task, in this case killing 4 enemies, then 'The Gate' fires (lightning shoots into the towers) and then turns off (from which point 'other' things will happen). Thanks again Dr S!
http://www.youtube.com/watch?v=cvRxBAU9PeQ
Anyway the video linked below shows it being tested; you complete a gameplay task, in this case killing 4 enemies, then 'The Gate' fires (lightning shoots into the towers) and then turns off (from which point 'other' things will happen). Thanks again Dr S!
http://www.youtube.com/watch?v=cvRxBAU9PeQ
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
I made a new trailer for Strap-on-bomb Car, I just couldn't help myself
Dubstep rules, on occasion
The game itself will officially be released soonish!
Dubstep rules, on occasion
The game itself will officially be released soonish!
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
been working on a Quake Tower Defense game along-side my other mods. I've also been taking a screenshot or two every day of development to kind of see the progress for yourself... sorta thing. It's coming along swimmingly
Screenshot Archive
Screenshot Archive
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Error - InsideQC Staff
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- Location: VA, USA
Urre wrote:I made a new trailer for Strap-on-bomb Car, I just couldn't help myself
Dubstep rules, on occasion
The game itself will officially be released soonish!
How did you add shadows to trees only and not to surrounding areas?
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Roo Holidays
Fear not the dark, but what the dark hides.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Chip wrote:How did you add shadows to trees only and not to surrounding areas?
r_shadows 2 in console. Makes it cast shadows from all models, you can even alter the angle, and you can also use shadowmapping with this technique.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Looking really cool, Urre! Nice job.
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
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