ColdHeat
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It's getting more final... The belt and bandolier textures didn't fit in anymore, so I had to disable them from the renders, but they will be part of the character...

click it for bigger...
texture:


click it for bigger...
texture:

zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Wow!
Erm... do you plan to stick around the Q1 community after you're done with your project?
Erm... do you plan to stick around the Q1 community after you're done with your project?
Neurotic Conversions - New location: Update your bookmarks!
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
Yet another video: Cold Reality Heat: Feature Test
I'm demonstrating various features I've coded in: falling damage, monster jumping, monster swimming for "walkmonsters", twitching when shot to death & gibbable corpses (which were originally a hack to prevent them from becoming unkillable from the new physics code I added)...
I'm also demonstrating my new trigger_hurt (in the bottom of the pit), it can be turned on and off, has timed triggering intervals and can play sounds when triggered... there's a bit what's going on with weapons too; weapon setup, similar to Gunman Chronicles (just a text menu, which youtube messes up).
This time the video is very bright
If some moderator can change the title of this thread, please change it to:"Cold Reality Heat Development".
I'm demonstrating various features I've coded in: falling damage, monster jumping, monster swimming for "walkmonsters", twitching when shot to death & gibbable corpses (which were originally a hack to prevent them from becoming unkillable from the new physics code I added)...
I'm also demonstrating my new trigger_hurt (in the bottom of the pit), it can be turned on and off, has timed triggering intervals and can play sounds when triggered... there's a bit what's going on with weapons too; weapon setup, similar to Gunman Chronicles (just a text menu, which youtube messes up).
This time the video is very bright
If some moderator can change the title of this thread, please change it to:"Cold Reality Heat Development".
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
I'm thinking the release of a small patch will delay, because I didn't want to release a small patch. The desire to make it have new audio visual content was too strong, so I started doing some. Started from the visual side, as I felt most of my level textures were bad.
So far I've improved 2 texture sets and third one almost finished, which is more like complete redo of it.
Bricks & Tiles:
A new map I started after I had improved the bricks & tiles:
Blue Metal:
Ingame testing:

So far I've improved 2 texture sets and third one almost finished, which is more like complete redo of it.
Bricks & Tiles:
A new map I started after I had improved the bricks & tiles:
Blue Metal:
Ingame testing:

zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
That's some awesome old skool style stuff, gotta love it! The lighting is real cool too, I can feel the atmosphere pouring out through the screenshots!
Although the texture work is nice, the hands in the view could use some work, they feel way too stiff. Perhaps not show them when not attacking? Have them come into view when you slash, but then it goes back out of the view in one motion.
Although the texture work is nice, the hands in the view could use some work, they feel way too stiff. Perhaps not show them when not attacking? Have them come into view when you slash, but then it goes back out of the view in one motion.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
I agree about the hands, they look too unnatural. Maybe they should be in a different pose, the fingers a bit flexed and perhaps moving slightly.
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
The hands move... and they move a bit too fast. Sometimes they go in more clenched pose and sometimes they go straight. In the screenshot they appeared to be in straight pose, it's also purposeful for the fingers to be straight sometimes.
I've thought of this kind of feature:
When you press the attack button, you do the attack.. after the attack has finished, the arms/weapons will stay up for a while.. If enough time has passed and no further attacks done, the arms/weapons will lower away. Maybe actual weapons will stay up a bit more, so you would still see what weapon you got ready.
I've thought of this kind of feature:
When you press the attack button, you do the attack.. after the attack has finished, the arms/weapons will stay up for a while.. If enough time has passed and no further attacks done, the arms/weapons will lower away. Maybe actual weapons will stay up a bit more, so you would still see what weapon you got ready.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
After watching the video, I think the hands could be a bit more closer to the body, they are too ahead and too far from each other. Also, during melee attacks you could add a complimentary animation to the other hand, like retreating a bit (imagine someone giving a karate punch, the other hand naturally retreats closer to the body). This kind of detail makes the movement looks more natural, I think.
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
Now that I don't need to hurry for school, I've decided that I can have humans. I was going to, but ran out of time.
Anyway, I continued modeling my head and it got some hair, beard and minor improvements:
Some references:
After looking at these references, I noticed a lot errors in the face...
Today I worked on a rocket launcher.. slightly inspired of Armbrust:

Anyway, I continued modeling my head and it got some hair, beard and minor improvements:
Some references:
After looking at these references, I noticed a lot errors in the face...
Today I worked on a rocket launcher.. slightly inspired of Armbrust:

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