Oh and when she has killed males, make her hang the males from parts...Wazat wrote: At least this model doesn't have male parts hanging out. :?
What are you working on?
Some more shots:

All four corners done, with yellow lines and not, with drains and whatnot. I've reduced the building textures as they were slightly too big and off scale

Different angle, plus the start of a second building

Same shot without fog, skybox is probably temp

View from the worldcraft
Thanks for the atmosphere comments, although that's really down to the wonders of DP rain and fog

All four corners done, with yellow lines and not, with drains and whatnot. I've reduced the building textures as they were slightly too big and off scale

Different angle, plus the start of a second building

Same shot without fog, skybox is probably temp

View from the worldcraft
Thanks for the atmosphere comments, although that's really down to the wonders of DP rain and fog
They're all free textures converted to .tga using paint shop pro (after applying quake.pal and 'darkening' them) converted to .mip with Wally and entered into my quake .wad and de-fullbrighted with Texmex.
Nothing too high res or shiney. (I'm toying with using higher res ones in the game folder later on, but tbh I'm not fussed)
Nothing too high res or shiney. (I'm toying with using higher res ones in the game folder later on, but tbh I'm not fussed)
It is my understanding that the BSP editor can edit maps AND use your high resolution replacement textures it finds while doing it.ajay wrote:I'm toying with using higher res ones in the game folder later on, but tbh I'm not fussed
Something I am going to have to research though, is that considering DarkPlaces and some other engines as well can do Half-Life format which virtually lifts all restrictions on colors (while allowing editing in a Worldcraft series editor).
I like the quake1 bsp format from the perspective of simplicity and the user-friendliness of the editors, but would like to *easily* escape the limitations of the 256 color Quake palette and the .bsp texture resolution limitations.
Wow Ajay, that looks so great. The lighting is flat at the moment so I think the atmosphere will even get better once there are lights and contrasts etc.
Improve Quaddicted, send me a pull request: https://github.com/Quaddicted/quaddicted-data
Video clip from the start point of earthQUAKE. Just a quick view of the cellar. There's a few aspects that are placeholders - the switch, some textures and the shotgun (not that early at least)
I'm making a real effort to have more or less alligned textures (!) and have some decent lighting. The latter you can't judge in a small, dark, block room though. I took care not to shine the torch thru' the hatch, or go up the stairs as there's obviously a whole world taking shape .....
http://www.ajaysquakesite.co.uk/earthQU ... llar_1.avi
EDIT: youtube version: http://www.youtube.com/v/I2TBPLSufqU
By the way, is there a way to embed video in this forum?
I'm making a real effort to have more or less alligned textures (!) and have some decent lighting. The latter you can't judge in a small, dark, block room though. I took care not to shine the torch thru' the hatch, or go up the stairs as there's obviously a whole world taking shape .....
http://www.ajaysquakesite.co.uk/earthQU ... llar_1.avi
EDIT: youtube version: http://www.youtube.com/v/I2TBPLSufqU
By the way, is there a way to embed video in this forum?
Last edited by ajay on Thu Nov 06, 2008 9:54 am, edited 1 time in total.
You can always just link to a youtube video you've uploaded. It's the only way I can watch your video here at work anyway, so please do 
Also, not to be an ass, but wasn't there a mod called EarthQuake already? I recall it as one that replaced all the weapons with realism inspired ones.
Also, not to be an ass, but wasn't there a mod called EarthQuake already? I recall it as one that replaced all the weapons with realism inspired ones.
I was once a Quake modder
Another video:
The cellar from the first video, but now leading up into the building above. There's a fair amount of optimising to do; I'm currently constructing the building 'complete' - layed flooring (complete with horizontal struts, wouldn't be seen unless I knock the building down, which I am) etc, when its going to be destroyed in the game. This is useful to deciding how the building should look when half knocked down, but may not be/isn't the most efficient way framerate-wise etc.
Therefore its far from finished. Each iteration of the building is really just a way a testing the look of the building as it "should be"
http://www.youtube.com/watch?v=lzlCKxXpZNk
The cellar from the first video, but now leading up into the building above. There's a fair amount of optimising to do; I'm currently constructing the building 'complete' - layed flooring (complete with horizontal struts, wouldn't be seen unless I knock the building down, which I am) etc, when its going to be destroyed in the game. This is useful to deciding how the building should look when half knocked down, but may not be/isn't the most efficient way framerate-wise etc.
Therefore its far from finished. Each iteration of the building is really just a way a testing the look of the building as it "should be"
http://www.youtube.com/watch?v=lzlCKxXpZNk

