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InsideQC Forums • View topic - ColdHeat

ColdHeat

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Postby jim » Wed May 14, 2008 11:15 pm

Some progress on the armour:

Image

Image
zbang!
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Postby jim » Fri May 16, 2008 12:01 am

It's getting more final... The belt and bandolier textures didn't fit in anymore, so I had to disable them from the renders, but they will be part of the character...



texture:
Image
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Postby CocoT » Fri May 16, 2008 4:08 pm

- New location: Update your bookmarks!
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Postby jim » Sat May 17, 2008 1:48 am

Yes, I think so. Maybe I'll do some other mod after this.

The armour got some update:

Image

And the new texture:
Image
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Postby jim » Sat Jun 07, 2008 2:41 pm

Yet another video:

I'm demonstrating various features I've coded in: falling damage, monster jumping, monster swimming for "walkmonsters", twitching when shot to death & gibbable corpses (which were originally a hack to prevent them from becoming unkillable from the new physics code I added)...

I'm also demonstrating my new trigger_hurt (in the bottom of the pit), it can be turned on and off, has timed triggering intervals and can play sounds when triggered... there's a bit what's going on with weapons too; weapon setup, similar to Gunman Chronicles (just a text menu, which youtube messes up).

This time the video is very bright ;)

If some moderator can change the title of this thread, please change it to:"Cold Reality Heat Development".
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Postby jim » Sat Jun 14, 2008 1:40 am

I'm thinking the release of a small patch will delay, because I didn't want to release a small patch. The desire to make it have new audio visual content was too strong, so I started doing some. Started from the visual side, as I felt most of my level textures were bad.

So far I've improved 2 texture sets and third one almost finished, which is more like complete redo of it.

Bricks & Tiles:

Image


A new map I started after I had improved the bricks & tiles:

Image


Blue Metal:

Image


Ingame testing:

Image
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Postby Urre » Sat Jun 14, 2008 9:39 am

That's some awesome old skool style stuff, gotta love it! The lighting is real cool too, I can feel the atmosphere pouring out through the screenshots!

Although the texture work is nice, the hands in the view could use some work, they feel way too stiff. Perhaps not show them when not attacking? Have them come into view when you slash, but then it goes back out of the view in one motion.
I was once a Quake modder
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Postby frag.machine » Sat Jun 14, 2008 4:29 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby jim » Sat Jun 14, 2008 11:21 pm

zbang!
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Postby frag.machine » Sun Jun 15, 2008 4:07 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby CocoT » Sun Jun 15, 2008 7:41 pm

- New location: Update your bookmarks!
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Postby jim » Mon Aug 11, 2008 12:01 am

Summer "holiday" over now.. back working on this.

I've got some idea that I will have different kinds of creatures for player to play.

Concept:

Image


3d Render:

Image
zbang!
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Postby jim » Sat Sep 20, 2008 5:03 pm

Now that I don't need to hurry for school, I've decided that I can have humans. I was going to, but ran out of time.

Anyway, I continued modeling my head and it got some hair, beard and minor improvements:

Image

Some references:
Image Image Image

After looking at these references, I noticed a lot errors in the face...


Today I worked on a rocket launcher.. slightly inspired of Armbrust:

Image
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Postby CocoT » Sat Sep 20, 2008 7:32 pm

Goodness... that's awesome stuff, Jim!
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Postby jim » Mon Sep 22, 2008 6:31 pm

Heh :)

I've made a body now and removed some polygons... Currently at 3764, which is pretty good.. Need to do the mouth interior next...

Image


The rocket launcher is updated as well:

Image
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