 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 ;)
#7578 posted by gb on 2011/04/13 19:21:38
Thanks.
#7579 posted by negke on 2011/04/13 19:22:18
Nice scene. Except for the sky. :P
Inside seems a bit bright, at least near the gable. Transparent banners?
#7580 posted by gb on 2011/04/13 19:33:27
Sky will both be less visible in the finished scene (there will be more tiers of roofs etc) and since about 47 people complained about it, OK, I shall make a new skybox.
True about the lights - needs tweaking.
Banners - I might raise their alpha from .8 to .9, but a lot of textiles are letting light through when you think about it. Cloth physics would be nice, but...
Basically there aren't so many ways to make something seem textile in Quake, sadly.
 Idea
#7581 posted by Tronyn on 2011/04/13 20:49:17
what about seeing if metl'd let you use the rubicon flags and retexture them?
LOOKS AWESOME
LOOKING FORWARD TO IT
#7582 posted by necros on 2011/04/13 21:39:17
you really like that doom wood texture. :P
course, it's a much nicer high res version.
like all the details like the railings and the interior supports and such.
feels like that much wood would need metal strapping or something to hold it together though.
also, should those banner really be transparent? doesn't really make any sense at all. banners are usually made of thick cloth and would be totally opaque. unless those banners are made of silk? in which case, they'd need to be animated models so they blow in the wind.
#7583 posted by gb on 2011/04/13 22:39:25
That wood texture is sort of a relic from when I was a really bloody newb and thought wood beams would be a great idea... let's just say there were times when I couldn't see any wood beams anymore.
e1m3rq has some of that at the start, but I lost the wood beams a while later and started using custom stone trim and wizmetal, in fact.
True about the metal strapping. I'll put some in. Hey, free detail. :-E
I do want animated models for the banners, and the transparency was probably just my, um, goofy romanticism or something. It might change.
I'll look at the Rubicon ones Tronyn.
Anyway thanks for the feedback, it's quite motivating. I might finish it now. :-)
 Gb
#7584 posted by starbuck on 2011/04/13 23:13:48
really like those shots. Nice detail. I personally really like the wood beam stuff.
 Nice!
#7585 posted by generic on 2011/04/14 13:16:32
Awesome shots!
#7586 posted by PuLSaR on 2011/04/14 13:53:19
looks good
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