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  • @Nickelbawker:

    I've really been struggling in deciding what route I should take in regards to graphical appearance, because there are advanced things I want to do, but I love 'classic' Quake as well (which is much less time intensive as well). Right off the bat I'll tell you nothing will look as crisp and clean as Crysis, I don't have the time for that (acquiring skill = time, so really I should say I don't have the skill for that lol).

    This is how it's gone so far:

    1) Keep it all faithful.
    2) Go high-res/high-poly/high-tech.
    3) Make a faithful version and follow up with a high-tech version.
    4) Make a Q3-comparable graphical version and forget the faithful version.

    Number 4 is where I'm at now. I'm going to try my best to stay on the fine line between faithful and super fancy. Right in the middle. Modeling that shambler (still not done) has convinced me this is the right choice, because of all the great ideas people have recommended on how to make it more 'spooky' so to speak, so it will be in MD3 format with special texture effects and a higher poly count (but nothing ridiculously high).

    What that means: all models have to be dressed up again (not a problem, after repeating this process a dozen times I'm getting fairly quick at it), and it will have to be based on an advanced engine (I want to incorporate better sprites for muzzleflashes, colored lighting, better models, custom crosshairs, hmap2 compiled outdoor maps with terrain, CSQC, and especially particle effects). I want to get some creature design going before returning to the weapons, because that's getting pretty stale (been dicking with weapons for a long time, I need to focus on other areas of the project for a while).

    However, I still really want to make a clean faithful mod, so that's in the works as a side project. I'll release details on that at a later stage.

    Thanks for your interest man, this has been a difficult journey in directing this project the way I want it to go, I hope to finalize some of the details and hit the ground running now.
    'Replacement Player Models' Project

    Comment


    • Originally posted by Dutch View Post
      @Nickelbawker:

      I've really been struggling in deciding what route I should take in regards to graphical appearance, because there are advanced things I want to do, but I love 'classic' Quake as well (which is much less time intensive as well). Right off the bat I'll tell you nothing will look as crisp and clean as Crysis, I don't have the time for that (acquiring skill = time, so really I should say I don't have the skill for that lol).

      This is how it's gone so far:

      1) Keep it all faithful.
      2) Go high-res/high-poly/high-tech.
      3) Make a faithful version and follow up with a high-tech version.
      4) Make a Q3-comparable graphical version and forget the faithful version.

      Number 4 is where I'm at now. I'm going to try my best to stay on the fine line between faithful and super fancy. Right in the middle. Modeling that shambler (still not done) has convinced me this is the right choice, because of all the great ideas people have recommended on how to make it more 'spooky' so to speak, so it will be in MD3 format with special texture effects and a higher poly count (but nothing ridiculously high).

      What that means: all models have to be dressed up again (not a problem, after repeating this process a dozen times I'm getting fairly quick at it), and it will have to be based on an advanced engine (I want to incorporate better sprites for muzzleflashes, colored lighting, better models, custom crosshairs, hmap2 compiled outdoor maps with terrain, CSQC, and especially particle effects). I want to get some creature design going before returning to the weapons, because that's getting pretty stale (been dicking with weapons for a long time, I need to focus on other areas of the project for a while).

      However, I still really want to make a clean faithful mod, so that's in the works as a side project. I'll release details on that at a later stage.

      Thanks for your interest man, this has been a difficult journey in directing this project the way I want it to go, I hope to finalize some of the details and hit the ground running now.
      If you're going to to HD hi res stuff just lay grunge or grain layers in and adjust the alpha to your liking in Gimp's layers. You can generate a lot of cool detail and save time. I use some pretty random textures on stuff I do then bake out normals with gimp or just adjust them in unity which you can't really do since you cant export them. So id use the nvidia gimp normals for that. Blender's node editor thing is too daunting for me I might learn it someday doesn't seem very polygon friendly though. Looks like it's mostly for renders.

      I have a pretty sweet tutorial i fixed up for baking normals in gimp. for the layer thing just find some cg textures that are really grungy or make some and rearrange them or use different pieces of it.


      However if your game is going to be as moddable as dark places I see no reason for you to need to release hi res content.
      Last edited by Nickelbawker; 08-04-2014, 01:51 AM.

      Comment


      • Good that you're also gonna do a faithful version as a side project too, I see a lot of people who prefer the original Q1 graphics when they go back to play it (I personally like both) but I like the sound of the Quake 3-quality middleground (kinda like generations arena).

        Either way, I think your gore effects alone are gonna get a lot of people to reinstall Quake once this thing is out


        I don't know if its possible, but duke3d-esque blood effects like bloodpools + footprints and blood that slides down walls would be great too.

        Comment


        • @bloodshot

          blood that drips down walls is def possible, seven has implented this into the SMC already

          footprints should also be totally possible. seven has implented that the player starts dripping blood-drops when hurt severely, i assume that same code could be used to make a bloody foot-print particle be dropped on the floor? or that a flat single-face model would get dropped onto the floor which has a footprint texture on it
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

          Comment


          • Really nice

            Comment


            • Thanks! Work's been a little slow on it lately but it's gettin there.
              'Replacement Player Models' Project

              Comment


              • So, a quick question.

                What is the significance of setting the player's model through use of modelindex versus simply using setmodel()? I have changed the player's model through setmodel() in a dozen different instances and I haven't seen any problems. But I figure there is a hull clipping reason for not doing this in certain scenarios, or else id would not have used modelindex.

                So...what's up with that?
                'Replacement Player Models' Project

                Comment


                • modelindex is an optimisation. that got hacked a lot. I doubt QC was meant to be aware of it.

                  setmodel will do a setsize too, including a relink. for an mdl model (WARNING: or a replaced bsp model..), the new size is some dodgy value, so you should ALWAYS follow it up with a setsize anyway (replacement model users will thank you, especially if its one of them ammo boxes which routinely bug out with dp otherwise)

                  the engine doesn't actually use .model except to test to see if its set. if its clear, clients won't see the entity, yet it can still be solid_bsp and with the correct shape.
                  yay hacks.
                  Some Game Thing

                  Comment


                  • @Dutch It's my understanding that this is only a problem when you want to change a model after it has been precached. Like for instance if you want to set up an impulse to change models for whatever reason. If you try to do this without indexing the client (which is you) won't see the change even tho it has happened. You'll need to define modelindex in client.qc so that your setmodel will not be overridden postthink. Atleast this is the only time I have seen it used. Check your client.qc for some details. Also check your invisibility code to get an idea of how this works. It's the most specific example I can think of in game that currently uses this method. But should apply in any situation you want to change models on the fly. In the invisibility scenario you change your model to eyes.mdl. And back again after it wears off. This is all defined in client.qc so it updates appropriately. Hopefully this is what you needed and I believe this is correct information but I am a bit new to Quake C. Hope it helps. Also setmodel allows for changing setsize among other things.

                    Note: In either situation you will still need to have those models precached otherwise it still won't work. I thought that was obviously but just for the sake of clarification.

                    Edit: Specifically you can check in clientqc under PutClientInServer to see the modelindex example and CheckPowerups to see how it's used. Cheers.
                    Last edited by PrimalLove; 08-17-2014, 07:21 PM.

                    Comment


                    • @Dutch BTW, terrific work so far on the mod! I am drooling to try this thing!

                      Comment


                      • @Spike

                        Got it, thank you sir. I had the impression it was kind of hacky but couldn't for the life of me decide why id/modders use it over setmodel() and setsize(). Just wanted to make sure I wasn't 'breaking' any QC rules so to speak.

                        @Primal

                        Thanks man, glad you like it! It's actually in re-design stage at the moment as I'm still trying to decide what to do with it. Pretty much I want it to be it's own game, leaving anything quake behind. So I've started another project which will be a true 'mod' of quake. I plan to unveil this in a new thread when I have a bit more done on it.
                        'Replacement Player Models' Project

                        Comment


                        • Id realy like to help with this project, as im moderate at modeling and animating in blender and 3ds and have a nack for UV mapping and texturing. But im very fuzzy on how to add extra func's to weapons and utilize more frames and skins.
                          If your looking for weapon models, either modern guns or quake style guns i can help you improve your models.
                          We primarily speak english here...
                          Is english a second language for you? If you are having trouble getting your point across please confront me on the forum or send me a PM. German is a second language for me and i will be able to provide the most help to those from deutschland.

                          Comment


                          • Id realy like to help with this project, as im moderate at modeling and animating in blender and 3ds and have a nack for UV mapping and texturing. But im very fuzzy on how to add extra func's to weapons and utilize more frames and skins.
                            If your looking for weapon models, either modern guns or quake style guns i can help you improve your models.
                            Fantastic. Your offer to help has given me a second wind. I've come to realize that I hate texturing. Lol. Modeling is pretty fun, but what I enjoy most is coding and mapping. Leave the functions to me, if you're down to model/texture, that's totally awesome. I'm going to send you a PM. If I can get a small team going, then this game could really take off. The insane amount of work and lack of time was starting to kick my ass.
                            'Replacement Player Models' Project

                            Comment


                            • Still looking forward to this!!

                              Comment


                              • as ive said before, id also be happy to help with any models you'd want made
                                .
                                are you curious about what all there is out there in terms of HD content for quake?
                                > then make sure to check out my 'definitive' HD replacement content thread! <
                                everything that is out there for quake and both mission-packs, compiled into one massive thread

                                Comment

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