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  • #16
    satanists? i think cultists would be better, since while there are pentagrams in quake the game actually has zero to do with hell, the theme of the game is lovecraftian.

    so mebbe go with a dark cult instead, which perhaps believe that their leader is the direct descendant of cthulhu or something?
    and that they believe that everything they do they do in the name of cthulhu and they feel that they are doing whats right


    just some ideas, i unno
    .
    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


    • #17
      Well the intention is to step away from Quake more or less, but the whole 'portal to hell' thing has been beaten to death. So yeah, I think you have a pretty valid point. Descendent of cthulu is actually a really slick idea, I like it!

      By the way, I just want to add that there is absolutely no rush in the modeling or anything. We can just take it easy and have fun with this project, it's not like we have a time line or anything. And thanks again for your help.
      'Replacement Player Models' Project

      Comment


      • #18
        I made a head that doesn't look like Kthulhu but it can be said to imply that the race is Kthulhuvian. You can have this head too cause it's the same head we are calling a "Kthulhu head".Actually, toward the end of that head model I posted that I named it Kalmar Eniyan... which is a mish mosh of languages (that barely made the cut for google translate) and translates to Squid Man.

        You can use that part too if you want.
        http://www.nextgenquake.com

        Comment


        • #19
          "heavily militarized faction of Satanists/Cultists"
          =)






          Notice how I sneaked in a female space pirate?
          Equality, plus she is hot.
          Username : Atomic Robokid on Steam

          Please check out my Quake made things:

          https://www.indiedb.com/games/run-over
          https://adam-freeman.itch.io/hazard
          https://adam-freeman.itch.io/diver
          https://adam-freeman.itch.io/beyond

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          • #20
            glad you like my idea of cultists who believe their leader is a direct descendant of cthulhu

            while on that trail of thought... what about adding cultists like this perhaps?


            and they could only be in the later levels maybe, and serve as leaders of squads since they'd be higher ranked then the soldiers,
            and they could perhaps use spells to temporarily buff soldiers, and if attacked could summon weak lovecraftian monsters as a means of defense.


            or could only have them appear at certain points in the game where they will be chanting a ritual and when you get close
            they activate some gateway through which a whole slew of monsters would be summoned. like a sorta mini-boss thing, but instead of a boss have a whole bunch of monsters spawn

            and maybe even that unless you kill the cultists themselves they would continue summoning more lovecraftian monsters to attack you,
            and have the cultists have high health so itll take some firepower to take them down, but make them have no attacks
            .
            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


            • #21
              Seems like a very nice project. I'm willing to assist with mapping after I finish my Quake II maps.

              Comment


              • #22
                Originally posted by Dutch View Post
                Sounds good to me!

                Nope, we are leaving the Quake MDL format behind. We will probably use MD3, but IQM may be the way we should go. I don't know much about IQM compiling, but I've dealt with MD3s before. Either way, this allows us to use RGB high-res textures and not have to worry about vertex/triangle limits, so dump in as much detail as you'd like! The MDLs just aren't stable enough (floating point issues) to support complex/intricate detail. I've tried that lol.

                Any non-animated models you throw my way can just be OBJ format with a texture, or even just a .blend file that I can then export.
                I don't think MD3 supports normal mapping. I am not sure about IQM either.
                WARNING
                May be too intense for some viewers.
                Stress Relief Device
                ....BANG HEAD HERE....
                ---------------------------
                .
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                .--------------------------

                Comment


                • #23
                  @bluntz
                  normal-mapping is an engine-feature, not something related to whichever format a model is
                  .
                  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


                  • #24
                    Originally posted by MadGypsy View Post
                    I made a head that doesn't look like Kthulhu but it can be said to imply that the race is Kthulhuvian. You can have this head too cause it's the same head we are calling a "Kthulhu head".Actually, toward the end of that head model I posted that I named it Kalmar Eniyan... which is a mish mosh of languages (that barely made the cut for google translate) and translates to Squid Man.

                    You can use that part too if you want.
                    Absolutely man. If you wanna PM a download or something it would be much appreciated, thanks a lot. I remember the story you had regarding them, this would fit nicely into the game.

                    @Adam: Those pictures are sick! The black and white one is pretty cool...and the pirate...awesome. Haha

                    @Talisa: Love the cultist ideas. Could be part of the military heirarchy. The higher ranked soldiers use arcane abilities to summon shit from the elder world, or use necromancy and what not. Very, very cool idea. Damn this is getting better by the post. The idea stage is important and y'all are cranking out some great material. Awesome.

                    @sj1985: Good to hear man! You seem to have a great eye for detail, thank you sir. Can't wait to see the q2 map you are working on in action.

                    In other news, talisa is doing a badass job at bringing BloodShot's DB shotgun to life.
                    'Replacement Player Models' Project

                    Comment


                    • #25
                      Originally posted by talisa View Post
                      @bluntz
                      normal-mapping is an engine-feature, not something related to whichever format a model is
                      Thanks,that is nice to know,I always thought the model format was the limiting factor for detail.
                      WARNING
                      May be too intense for some viewers.
                      Stress Relief Device
                      ....BANG HEAD HERE....
                      ---------------------------
                      .
                      .
                      .
                      .
                      .--------------------------

                      Comment


                      • #26
                        Realy sorry i havent been on lately, been re-training myself in the arts of quake 3. Anyway, if a UV mapping job or texturing job is what you need i might be able to help, i CAN model to a certain degree both organic and mechanical shapes, but it will take me considerably longer than others because i have the classic artists perfection complex.
                        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


                        • #27
                          Hi

                          Just wonder what's new in this project??

                          Not sure I told Dutch but I got an eye on this and hope it's made quick enough (as I understand the idea... more people get in... less time it will take).

                          Best regards,

                          Mark

                          Comment


                          • #28
                            Sorry for the delay in response everyone.

                            Originally posted by M_Luminoth View Post
                            Realy sorry i havent been on lately, been re-training myself in the arts of quake 3. Anyway, if a UV mapping job or texturing job is what you need i might be able to help, i CAN model to a certain degree both organic and mechanical shapes, but it will take me considerably longer than others because i have the classic artists perfection complex.
                            Sounds great buddy! I may have a texturing job for ya pretty soon. Perfection complex is what we need, no worries lol. I'll keep you posted.

                            @Mom

                            Thanks for your interest! Currently work is pretty relaxed on it, I will have a batch of models ready for high-res texturing done soon, so it's possible that we could be looking at a nice set of models being implemented soon. I have been doing a lot of coding as well. The project I have been working on is starting to somewhat merge with Rift once again. The more work I do, the more I narrow my focus on it, which is good. If you haven't been able to tell, I don't work all that fast haha.
                            'Replacement Player Models' Project

                            Comment


                            • #29
                              @Dutch

                              No worries, mate! You will get there! Can't wait to see the models! It's really good that your projects are merging together. I thought you were going to do something more or less standalone. Is that still the case? Either way, thanks for the update!

                              Comment


                              • #30
                                @Primal

                                Thanks man! What I meant by merging was more or less resources, such as models. Yes, the goal is still standalone depending on how much it takes off. If time won't allow for a full standalone, then it will still be one hell of a souped-up 'mod' with some great features and visuals. Models for my other project are mostly Quake faithful in terms of textures and what not, but can dressed up for better quality work. For example....

                                The Bore Rifle.





                                Just finished modeling this last night. Warhammer and Gears of War style weapons were a major influence. Some of the geometry is a little sketchy in terms of ngons and triangles, this is because I foolishly converted to triangles for MDL export and saved over the original blend...it's not a big deal seeing as the only moving parts are the charge handle on the side and magazine, both of which are not tied to other geometry.

                                Which brings me to the point: I'd love to see this thing high-res textured for Rift, would anyone like to get their hands on it? I will give it a shot if there are no takers, not a big deal, my texture skills definitely need the practice.
                                'Replacement Player Models' Project

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