If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
yeah it fits perfectly into quake. i got the idea from playing the shamblers castle mod, which also uses the same zombie-model from doom3 in the maps.
and i doubt ID would give a flying fuck if i re-animated the D3 zombie for darkplaces.
but some people can get... rather agressive if you use something thats copyrighted.
so just to prevent getting people stabbing at me cuz of releasing something
that contains a model from another ID game, id rather not release it publically when i finish it.
So that zombie model is part of Shambler Castle mod? I wonder why it was not included in the pack with vore, fiend and scrag. Anyway, this is my opinion: the only people who have the right to "complain" about their resource are their ORIGINAL author (ID software in this case). I remember a comment on a youtube video, regarding a doom wad: "Ehi you've put my Blood dynamite sprite in your wad without my permission". Answer was "and you asked permission from Monolith? No? Then go F** yourself Anyway when it's finished that zombie, can you send me via PM (of course I don't put it on share)
About that zombie model, I come from Doom communities, and in those communities using a resource from another game isn't considered a taboo, absolutely not, since it's release, tons of weapon/monsters/decoration/textures were ripped from games like Duke3d, Wolfenstein, Blood, Rott, Quake, Heretic, Hexen etc.... I wonder why in quake is so different. Haters gonna hate
well, what it was, was that she had posted work made by anyone else into second life without permission, i think. it turned into a flame war after that, which was unnecessary. but like you said bv, "haters gonna hate"
About that zombie model, I come from Doom communities, and in those communities using a resource from another game isn't considered a taboo, absolutely not, since it's release, tons of weapon/monsters/decoration/textures were ripped from games like Duke3d, Wolfenstein, Blood, Rott, Quake, Heretic, Hexen etc.... I wonder why in quake is so different. Haters gonna hate
Yep, I also don't see the problem of using some alternative model or texture from another game, if it's not for commercial use and if is made clear where it came from.
@vengeance
i havent really been busy much with remaking textures anymore since i finished the arcanum pack.
what i have been busy with from time to time is experimenting with creating normal-maps in blender for some textures of arcanum
its a shame though with DP that you will only see them when there are objects near that have RT Dlit's attached to them (like explosions), or when RT world is enabled
but when you do get explosions near surfaces which have normals you can really see the normal-maps very clearly for a moment!
.
i did also for fun start on animating the doom3 zombie for use with DP
and i finished up till 35th frame (idle stand and the slow shifty limb-walk) http://www.youtube.com/watch?v=BqkUroch7O8
but for obvious reasons (copyright) i wont be able to share it when i finish it im afraid
Are you still working on normal maps for those textures? I'm making RTlights for Contract Revoked (done but not released) and Contract Revoked lost chapters (almost finished) and since they use quoth textures, they got really improved with your HD textures and RT lights, with even normal maps they would be perfetc (and Contract Revoked even works with Seven's SMC )
no i havent because you can only see them with RTlights and none of those maps have RT-light,
and thus it would be a waste of time because you will not see the additional maps.
maybe if you do actually make RTlights for those maps I might get back to making normals,
but as of now with no RTlights for those maps i dont see the point
Contract Revoked and Contract Revoked Lost chapters uses the same textures used in Conference of the shamblers and Red 777 (Quoth Textures). RTlights for maps so big like conference and red777 you need a really powerful PC, unless.......you do only colored lights that appears in non RTworld, only those like torches, colored windows/glass, light bulbs, neon etc....I can try in a map to see what's the result
I'm finishing.........Arcanum RTlights!! Yes. It's a huge work but it's doable, works in non RTworld and the result is amazing! The same for Arcanum extra maps
Almost finished textures for I Pity Thee Not by Kell (aka kellmet1) and his rtlights. Can I upload it here since this is a thread for HD textures and SP maps?
No but I may take a look and make RTlights for it. I've found a new way for RTlights: making them also in non RTworld, but only the essentials ones like torches, lamps, windows, neon (no skies, ambient etc..). In this way you can reduce the number of lights (excellent for big maps or even huge maps) play without RTworld enabled, and you can turn it to on and raise your lightmap valor if your PC can handle it and want a full rtworld experience
Comment