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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.

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There's A Hacky Way To Get Animated Models Too Btw. 
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 
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 
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. 
That is totally cool. 
Not Quake, As Usual 
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 
 
 
i recognise that entrance from SOE.


gb: those shots are making me want to map for crysis :\

one day... 
Thanks Negke 
re: rj - yeah, with significant improvements!

I was such a noob on anevil ;) 
Gb 
some of your terrain looks weird. 
 
Yeah, it's work in progress. 
 
E1m2? 
 
 
Cookie! :-) 
Thats A Nice Shot Jonas 
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 ;) 
 
Thanks. 
 
Nice scene. Except for the sky. :P
Inside seems a bit bright, at least near the gable. Transparent banners? 
 
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 
what about seeing if metl'd let you use the rubicon flags and retexture them?

LOOKS AWESOME
LOOKING FORWARD TO IT 
 
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. 
 
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 
really like those shots. Nice detail. I personally really like the wood beam stuff. 
Nice! 
Awesome shots! 
 
looks good 
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