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  • scrags have no brights either so you're good =]

    I can list all the monsters that don't need lumas for original Quake.

    - Demon
    - Dog
    - Fish
    - Hell Knight
    - Knight
    - Orge
    - Scrag
    - Shambler
    - Shub-Niggurath
    - Spawn
    - Vore
    - Zombie


    basically just the grunt and enforcer. the enforcer's muzzleflash only of course. the boss also has brights, most prominently in the face(I think or it would at least look better).

    a good way to find out if monsters need lumas Fragger, is opening the skin color selection in qME. it shows you what colored brights are used and of course just viewing the monsters in dark areas.

    the two mission packs use brights way more.

    the scrag is looking great! =]
    Last edited by Trickle; 11-06-2009, 03:28 AM.


    PLAY QUAKE DODGEBALL!

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    • On the other hand it's good that peoples in the scene got different points of view at the development. After all according to evolution theory, variety is a key for survival heh

      But come on guys bump maps dont eat that much of resources, dp runs great with parallax mapping turned off on slower machines. I can't belive You guys have so legacy machines that you get 3 fps, its prolly due to wrong config settings or something like that. I got quad core with gf 8600 and i play with parallax and full hd res ... and a lot of fps.

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      • Originally posted by d1554573r View Post
        But come on guys bump maps dont eat that much of resources, dp runs great with parallax mapping turned off on slower machines. I can't belive You guys have so legacy machines that you get 3 fps, its prolly due to wrong config settings or something like that. I got quad core with gf 8600 and i play with parallax and full hd res ... and a lot of fps.
        I don't think you are hearing me correctly. The reason isn't just because "I get slow fps in dp". To put it quite simply, I like Qrack better. I stated the reasons on the last page. I'm sure I could get darkplaces running beautifully by tweaking the config, but it's lacking some features that Qrack has. If Fragger had intended this to be a darkplaces-only project, he would have stated so. I personally prefer releases that support all Quake engines, rather than just one. It's a wise choice for many more reasons than just, "dp gives me low fps".

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        • @lightning
          I have been adding "fake" 3d details to the skins that can be seen without having to go on dark places at 3 fps (like my zombie).
          O really?
          Yeah, i know dp isn't best choice for multiplayer, but since when dp textures arn't compatible with other clients? (okey except for uber-high res textures)

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          • Well... DP skins need to be renamed. My skins can be used by almost any engine as they are. Like I said, I may create a skin pack for DP with all the bells and whistles, but not before I finish doing the faithful skins. As a matter of fact, I intended to make these skins for DP, but that engine is not very "user-friendly", that's why I switched to Qrack. Look at my first post here.
            Anyway, thank you for watching tonight's episode of "Which engine is better?". Now, we're back to our regular scheduled program.

            Check out my blog! And my site too!

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            • Originally posted by d1554573r View Post
              @lightning
              I have been adding "fake" 3d details to the skins that can be seen without having to go on dark places at 3 fps (like my zombie).
              I don't know what the point of that quote is. I never said that, Fragger did. And what does applying "fake 3d details" have to do with darkplace textures working in other engines? It seems to me that the textures you made look rubbish when the gloss/glows/norms aren't used. In other words, they aren't compatible in engines like Qrack. I'm sure your skins look great in dp, but it's just too bad I won't ever know since I don't use it.

              I'm not trying to put you down here, I just don't understand why you want to force darkplaces upon us.
              Last edited by Lightning_Hunter; 11-06-2009, 05:10 PM.

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              • I think that the way I make them, my skins look the same in any engine. It'd be disappointing if you download a skin based on a picture you saw, but when you load it in your engine of choice it looks nothing like it did in the picture.
                I think DP is a good client, but I want everybody who plays Quake to be able to enjoy my skins, not just those who use DP.

                Check out my blog! And my site too!

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                • Redoing the knight now:

                  Check out my blog! And my site too!

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                  • Great job! The armor is really faithful! The face needs some more work though, I think. It looks a bit too much like stone. The facial features also seem over-exaggerated. The nose, eyes, and mouth stand out too much from the rest of the skin. It almost reminds me of Darth Vader in Return of the Jedi when you see his face with his helmet off - with the his very large prominent facial features and all. It just needs to be toned down so the face isn't the first thing you notice when you look at the skin.

                    Another very minor suggestion I have is to perhaps lighten up the shoulder pads (just the dark part, not the trim on the outside). The red on the original skin was brighter on the shoulders.

                    I can't wait to see him finished in the game.

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                    • The face is just a place holder. The shoulder pads are easily fixed. Then, I need to make a new normal map for... JUST KIDDING!

                      Check out my blog! And my site too!

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                      • Here:

                        Somehow I liked it more with the darker shoulder pads. I like this face more.

                        Check out my blog! And my site too!

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                        • The face makes him look smug in a 'bro' sort of way. :\
                          Gentoo Linux

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                          • That face is much better, but I've always found that a constant grin like that looks kind of funny in the game (although I would have to see it for myself in the game). It also looks like his eyes are completely closed. I know the original looks similar to this, but it might look better if his eyes were opened just a tiny bit, instead of black slits where his eyes are.

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                            • Like this?

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                              • The eyes are better now, but you might want to darken them up a bit so you can't see the pupils so clearly. The face looks very good, but I think the problem is it looks too Human to be Quake-ish. It reminds me more of something from Thief or something. The original Knight looks more like a human incarnate, with more gruesome attributes - although it's hard to tell because his face is only like 15 pixels. I'm not sure how you could remedy this. You definitely don't have to start the whole face over or anything, but maybe you could make it look more gruesome or something?

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