Glad you like it guys. More to come :)
 Yeah That's Cool
#7554 posted by Drew on 2011/03/19 03:30:05
I think I would have shit my pants if that had happened in the original
#7555 posted by [Kona] on 2011/03/19 05:55:31
that's pretty cool even as it is now
 How Did You DO That!??!
#7556 posted by RickyT33 on 2011/03/19 07:55:32
 That Is Cool
#7557 posted by nitin on 2011/03/19 07:56:32
now use it in a map, done at the right time, that could be an awesome wtf moment.
 Yes Very Cool Indeed
#7558 posted by grahf on 2011/03/19 09:11:22
Just make sure to briefly entrap the player somehow so they don't miss the scene.
 Skin Up
#7559 posted by Preach on 2011/03/19 09:56:17
Ye given how adaptable Quoth's rubble and breakable entities are I've been very lazy and done very little tweaking with them. I just use presets and move on atm :P
The idea is that the templates are a good start and shouldn't require much customisation if the material is the same* - nobody wants to set 5 sound paths manually. However, you only need to add one key to the breakable entity to make the colour of the splinter match the colour of the door there:
"ritem" "5"
If you're using the fgd, then the field is called "Skin(rock/wood/glass/brick/metal)" and the option is "Grave/Red wiz/Ale/IKBlue/Compbrown". I would have liked to be able to list the skin description according to which template you had chosen. But there doesn't seem to be a way of doing that in a fgd, so instead you get 5 inadequate descriptions squeezed onto one line. All I can recommend is diving into the pak file and looking at the rubble models to identify the skins available - although the gallery map is good for demonstrating what rubble skins are available.
The Necros Moldy Tower technique (tm) btw Ricky
 There's A Hacky Way To Get Animated Models Too Btw.
#7562 posted by necros on 2011/03/19 19:08:01
use the mapobject_custom entity and set it up with a model.
then, in the 'think' field, set that to 'old_idle1'
this is shub niggurath's idle animation.
the reason we can use it is because, afaik, it is the only animation sequence that does nothing else but advance frames.
you now have access to up to 46 frames of animation.
simply open up a model editor and copy/paste some frames in and you can make any animation you'd like. (within 46 frames).
one of the maps i lost had some hacked ogres sawing trees up.
you can set triggers up so that when you shoot them, they killtarget the mapobject_custom ogres and spawn in real ogres to chase you.
 More Hacks With Mapobject_custom
#7563 posted by necros on 2011/03/19 19:11:07
you can use the hack with sprites too.
i was able to make a spark animation by setting 'use' to 'player_rocket1'
then i used the frames for the plasma projectile explosion and put in a bunch of empty frames as filler to that the explosion lined up with the frame number of the player shooting rockets.
when triggered, it would play the explosion graphic and make a muzzle flash dynamic light.
Huh, okay... Would this involve creating a new mdl file with the specific animation frames you want in it then?
I've no idea how animation frames and stuff work. I just use qview to find the frame I want to freeze the model in :E
Would certainly be cool to animate say a Rocketeer firing, then use info_trap to fire a rocket and when it hits blow something up. A real problem for sequences like this though is that monsters have to be stationary. Oh for a Half-Life style 'run to this spot' entity :P
 Cool Video
#7565 posted by negke on 2011/03/20 18:11:50
Now, I'd really like to see a "Teaching old Quoth new tricks" thread, or at least an exhaustive mapping manual with all the features that are missing on Kell's website. Right now there are many tiny bits of information on this and that entity posted in various threads that no one will ever find.
I could try and make some tutorials putting together what I know with Quoth if anyone is interested?
I dunno if anyone was that mystified by some of the other stuff I've been doing (like that sequence ages ago of the slipgate blowing up) :E
 Zealous.
#7567 posted by Shambler on 2011/03/20 19:10:10
That is totally cool.
 Not Quake, As Usual
#7568 posted by gb on 2011/03/28 09:55:33
http://spawnhost.files.wordpress.com/2010/11/dhelix.jpg
http://spawnhost.files.wordpress.com/2011/03/pond_1.jpg
http://spawnhost.files.wordpress.com/2011/03/layout.jpg
I know all Crysis screenies have basically trees and stuff, you'll just have to believe me when I say "it has gameplay".
I'm plotting the layout in screenie #3, which is something you practically have to do in Crysis because otherwise it's just "drive through the jungle and shoot people".
:-P
#7569 posted by negke on 2011/03/28 12:13:32
#7570 posted by rj on 2011/03/28 18:57:24
i recognise that entrance from SOE.
gb: those shots are making me want to map for crysis :\
one day...
 Thanks Negke
#7571 posted by Tronyn on 2011/03/30 15:14:25
re: rj - yeah, with significant improvements!
I was such a noob on anevil ;)
 Gb
#7572 posted by megaman on 2011/03/31 20:31:32
some of your terrain looks weird.
#7573 posted by gb on 2011/04/01 13:04:38
Yeah, it's work in progress.
#7574 posted by gb on 2011/04/13 18:55:30
 E1m2?
#7575 posted by jt_ on 2011/04/13 19:08:43
#7576 posted by gb on 2011/04/13 19:12:03
Cookie! :-)
 Thats A Nice Shot Jonas
#7577 posted by RickyT33 on 2011/04/13 19:17:19
In the top-right of the screenshot there is a 45degree piece of wood. The texture needs to be stretched across the brush to make it fit laterally. I think the scale you need is 1.06 ;)
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