simplifying mdl model (quake portal gun)
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And what about that Portal: The Flash Version? Was that OK? What the hell?
Do you have some particular example of Valve's fury?
Do you have some particular example of Valve's fury?
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siska.robert - Posts: 58
- Joined: Wed Feb 17, 2010 7:51 pm
- Location: Czech Republic
leileilol wrote:by the way, valve software in general is considered evile around these parts
Speak for yourself
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
Although I think all Halflife games are overrated, they're still pretty good and Valve being held up as the originators of ideas/code is flawed, 2 things have swayed me recently about them: Portal (and, no, not totally original (but then how much is nowadays) but the flair and humour they put in that game won me over) and Steam: I'd not used Steam for years as my laptop struggled to play most games after 2000, but now I've a more up to date one I've rediscovered Steam and I just love it - especially the sales 
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ajay - Posts: 559
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- Location: Swindon, UK
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siska.robert - Posts: 58
- Joined: Wed Feb 17, 2010 7:51 pm
- Location: Czech Republic
first screenshots. I'm quite a noob in texturing, but in my little spare time I did the best I can
628 tris
EDIT: I can't post images, [img] tag doesn't work, I post here just plain links
Image 1
Image 2
Image 3
RI-EDIT new screeshots - added metal details, normal map glow effect for rings (but only with blender shader. I tried with a glow texture but it doesn't work) and a little of reflection.
Image New 1
Image New 2
628 tris
EDIT: I can't post images, [img] tag doesn't work, I post here just plain links
Image 1
Image 2
Image 3
RI-EDIT new screeshots - added metal details, normal map glow effect for rings (but only with blender shader. I tried with a glow texture but it doesn't work) and a little of reflection.
Image New 1
Image New 2
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
toneddu2000 wrote:first screenshots. I'm quite a noob in texturing, but in my little spare time I did the best I can
628 tris
Cool, man! It sure look original. But may I suggest few changes?
First of all, this gun would be very hard to hold and aim with. Also, those blue strings look great, but we can save some triangles, when you join them to one.
I made this picture to illustrate, what I mean :)
http://img824.imageshack.us/img824/2221/shot1an.jpg.
But otherwise it looks very good. Thank you!
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siska.robert - Posts: 58
- Joined: Wed Feb 17, 2010 7:51 pm
- Location: Czech Republic
That, sir, is awesome! Are you gonna do some other changes? Because I think it's ready to be put in game!
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siska.robert - Posts: 58
- Joined: Wed Feb 17, 2010 7:51 pm
- Location: Czech Republic
I'm finishing the texture and refining uvs. What kind of license do you prefer? Gpl or Creative Commons Zero? For me it's not a problem, it depends under which license are submitted your works.
EDIT: for works I mean not code but of course textures, sound and models
EDIT: for works I mean not code but of course textures, sound and models
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Currently, my whole mod is GPLv2, but I'm considering changing media licence to CC BY-NC or CC BY-NC-SA in next version.
EDIT: CC0 would be alright, too...
EDIT: CC0 would be alright, too...
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siska.robert - Posts: 58
- Joined: Wed Feb 17, 2010 7:51 pm
- Location: Czech Republic
Ok, here we go!
http://int21h.ic.cz/users/BOby/Portal/v_portal.mdl
It doesn't look as good as that blender original, but hey, it's quake! :)
Thanks, toneddu2000! Your gun will be included in next release.
Check out my moddb page, quakers!
http://int21h.ic.cz/users/BOby/Portal/v_portal.mdl
It doesn't look as good as that blender original, but hey, it's quake! :)
Thanks, toneddu2000! Your gun will be included in next release.
Check out my moddb page, quakers!
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siska.robert - Posts: 58
- Joined: Wed Feb 17, 2010 7:51 pm
- Location: Czech Republic
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