News | Forum | People | FAQ | Links | Search | Register | Log in
Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
Gaaaaaaaay 
 
Jk 
hope you map soon tho 
Put The Jump Boots In The Keep Mod 
 
Stained Glass 
Finally a way to blast the window and get way through the pew!
tiffany 
Ah 
stupid, it's sealed. 
That Looks Very Cool. 
 
Maybe A Grenadelauncher.., 
Not To... 
...be a downer, but is that window intended to be used in places where a solid wall would exist underneath it? 
Unreal? In My Quake 1? 
Screenshot

Using Hourences' converted icy skaarjtech textures from Xidia Gold. 
Indeed 
Presuming it would be on 64 units height would give a natural look. It is always possible to lower the gibs of the underlying debris.

It is made as a static_debris using "newton force", that makes it possible to ruin every object in an exploding act so al components make a real advantage use of the gravity they depend on.

I made it a second time, as the first one didn't give enough space to crawl through. Now I'm left with a ruined scrambled skin. 
As You Can 
see

These are both static_debris with the original as reference. I used the HR tga windows0_1 skin file, so it might look a bit pale.

Now it has ruined my qc knowledge how to toggle it on and off for use as breakable and how to correkt the skin file. 
& 
as this is the beta thread..,
here you can find both files.
If someone can clear up my qc settings I would explode it! 
What Kinn Said... 
it looks like half the debris will end up inside the wall. 
Yes 
I know. The first one with the falling glass ends nice upon one side, but won't leave space to get through.
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects. They do fall both sides, are penetrable. I made the bouncing box just high enough to jump over.

My god, I start excusing my glass assurance!:P 
 
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects

I'd say it's very relevant. Just tweak the direction of the force in your simulation to throw them clear. Should be a trivial fix. 
Sure! 
I could make a debris causing it in or outwards.
I did it this way because I want to use it on both sides.

You are right saying it is relevant, but do you see much errors except the scrambled skinfile
 
madfox: It's only a polish thing. The physics simulated pieces in your current animation are impressive looking, but it will be less impressive if they pass through the surrounding wall geometry without reacting to it.

This is already above the quality bar expected by quake players in terms of breakable objects. 
True 
Tracing my workaround I see myself with an idea. The first window was a catch, but had a bit lame appearance. That's how I window would act when beaten by an axe. Then I to get through of it, and have the look of a grenade explosion.

After making the right setup I was able to get a real explosion blast. By then I was so surprised a bit attention lost my intrest in doing better. 
Trimmed 
exa
exb

Now how to make the impact two staged,
first the glass then the henge.

:P 
Much Better 
 
Checkoff 
winsmash0

The winmash.mdl is the "borderlined" one. 
I Like SoulsBorne Quake? 
I've been most preoccupied lately, but here is about 6 months or so of stuff I threw together. A lot of stuff used: Blender, XNormals, InstantMeshes, OBJtomap and of course Trenchbroom.

Art Gallery 
Right On Spot 
That makes an Ogre feel awfull low textured!
Great work, got shivers of cold.
Especialy the figurine, almost too real. 
Amazing 
Redfield, those screenshots are terrific. As a big fan of the Souls series myself and Bloodborne, you nailed the aesthetic perfectly. The inside of that Cathedral is awesome, and so are all the models. And the model of Lady Maria is so friggin good, god.

If you need any beta testing, please I insist.

And we can't neglect Madfox's smashing windows :) 
Thanks 
I've not had the time to accomplish a lot since this whole season of unpleasantness began, as I've been really busy.

Another issue is I'm using the AD code base so its not a s straightforward as it would be to come up with solutions to some of the problems I've had with the code.

I will contact you for help when things have progressed a little further though. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.