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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Postby jim » Wed Oct 29, 2008 4:01 pm

zbang!
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Postby ajay » Wed Oct 29, 2008 7:51 pm

Some more shots:
Image
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

Image
Different angle, plus the start of a second building

Image
Same shot without fog, skybox is probably temp

Image
View from the worldcraft

Thanks for the atmosphere comments, although that's really down to the wonders of DP rain and fog
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Postby Baker » Wed Oct 29, 2008 8:23 pm

That looks very nice. Are you using the Quake palette or some trick to use high resolution textures with worldcraft?

/Half-life map format with DarkPlaces?
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Postby ajay » Wed Oct 29, 2008 8:52 pm

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)
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Postby leileilol » Wed Oct 29, 2008 9:53 pm

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Postby Baker » Wed Oct 29, 2008 10:13 pm

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Postby Spirit » Thu Oct 30, 2008 7:59 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby ajay » Thu Oct 30, 2008 8:45 am

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Postby ajay » Tue Nov 04, 2008 7:35 pm

I've just implemented the flashlight tut from this very fine site, but have remembered that doesn't DP have it's own built one? If I'm right, how does it happen?
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Postby GiffE » Tue Nov 04, 2008 8:27 pm

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Postby ajay » Wed Nov 05, 2008 7:06 pm

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?
Last edited by ajay on Thu Nov 06, 2008 9:54 am, edited 1 time in total.
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Postby Urre » Thu Nov 06, 2008 7:34 am

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 :P

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
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Postby ajay » Thu Nov 06, 2008 1:02 pm

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Postby ajay » Thu Nov 06, 2008 9:24 pm

New screens:
Image
View from outside the cellar hatch (from video) inside the building (the one in earlier screenshots), you can see the pc thru' the hatch!
Image
More of the inside, showing the windows. The building I'm constructing to then destroy it, more of that later!
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Postby ajay » Fri Nov 07, 2008 8:58 pm

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
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