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Resident Evil maps (WiP)

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  • #46
    Fps!!
    the invasion has begun! hide your children, grab the guns, and pack sandwiches.

    syluxman2803

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    • #47
      3rd person to keep it RE style as splitterface mentioned above.

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      • #48
        Any way to make it optional? Sorta like The Suffering did?
        Soundtracks and Instrumentals
        MyMusic | Youtube

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        • #49
          Maybe i will make both:

          Standalone mod based on Envenom (with fixed camera angles),
          and a add-on for classic Quake with own Progs.dat and stuff for playing
          in FPS Quake style and using the Quake enemys and jumping disabled
          (the maps were not designed for jumping around, lol)

          Oh, and many ppl asked me about this so here we go:
          A screenshot from a part of the RPD map seen in Valve Hammer Editor:

          Part of the RPD map seen in VHE image - dr_mabuse1981 - Mod DB

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          • #50
            I just want to say this looks awesome as hell and I watched the video on the moddb page. I find this pretty impressive.

            [Yet I don't think I could "news" this because ... well ... thinking those textures likely belong to another game, etc. Yet the features I see in action in the video indicate a lot of hard work and applying hard-to-obtain knowledge.]

            I like your cameras. If I am correct, you would have to have placed those all over the place. Did you trigger them or use some sort of method to determine if the closest one changed?

            I'm curious because I've been messing around with engine-side camera stuffs.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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            • #51
              The cameras are just placed in the mapeditor (trigger_camera) and with the x/y/z coordinates

              The camera/player QC code is based on the Envenom MOD by RenegadeC.

              About textures: some were done by me, and some were made by a dude called "steve", so they dont ripped from other games

              The old gunsounds were ripped from Modern Warfare (lol), but i will use own in the final game...

              ATM the hardest work is to make "good maps" and add non sucking camera angles

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              • #52
                BOTH. FPS and/or 3rd Person Perspective. When faced with equal requests and opposing thoughts/opinions (classic RE 3rd person perspective,pure camera angle drivin gameplay -versus- a new take on the concept of the RE series.)


                In all honesty, if you can appease both cases I would recommend both.

                If the 3rd person perspective isnt "over the shoulder" then I dont think its worth anything because it isnt faithful.

                Q1 chase_active 1 isnt over the shoulder.
                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                • #53
                  Q1 chase_active 1 isnt over the shoulder.
                  You can put the camera wherever you want with:

                  "chase_back"
                  "chase_pitchangle"
                  "chase_up"
                  http://www.nextgenquake.com

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                  • #54
                    Originally posted by dr_mabuse1981 View Post
                    The cameras are just placed in the mapeditor (trigger_camera) and with the x/y/z coordinates

                    The camera/player QC code is based on the Envenom MOD by RenegadeC.

                    About textures: some were done by me, and some were made by a dude called "steve", so they dont ripped from other games

                    The old gunsounds were ripped from Modern Warfare (lol), but i will use own in the final game...

                    ATM the hardest work is to make "good maps" and add non sucking camera angles
                    It certainly looks interesting and it is nice to see a mod make progress.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                    • #55
                      I don't normally comment in WIP threads... but damn, this is awesome.
                      e|------------------------0---------------
                      B|---------------0^1----------------1----
                      G|---------------2------2------0^2-------
                      D|---------------2-------2--2-------------
                      A|---------------0------------------------
                      E|----------------------------------------

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                      • #56
                        Originally posted by golden_boy View Post
                        As soon as you start using brighter coloured textures the game starts looking better some proof for my theory that much of Quake's darkness is in the textures.

                        nice work.
                        Absolutely, when you have 2* overbrights that means a pixel which has a brightness of 32 will max out at 64, a pixel with a brightness of 128 should be able to hit pure white. So the maximum amount of brightness you can get is directly related to the brightness of the textures. And quakes textures are pretty darn dark.

                        That's why if you want to show of geometry and lighting it's usually best to take fairly bright and low contrast textures.
                        This way the contrast in lighting will show through, if the contrast inside the textures themselves is too high it will eclipse the contrast offered by the lighting.

                        Here's some interesting ideas:
                        http://www.huevaluechroma.com/102.php

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                        • #57
                          man i cant wait for this!!! this is the mod i am most excited about!!
                          keep up the good work!!
                          My Avatars!
                          Quake Leagues
                          Quake 1.5!!!
                          Definitive HD Quake

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                          • #58
                            Sorry for not posting updates a long time ago xD

                            However, i managed also to get the mod run on the PSP using
                            a modified Kurok engine with HLBSP support and other nice stuff...





                            All maps are HLBSP

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                            • #59
                              awsome stuff!

                              nice job so far. im looking forward to seeing more of your progress!
                              My Avatars!
                              Quake Leagues
                              Quake 1.5!!!
                              Definitive HD Quake

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                              • #60
                                Lookin' good!
                                http://www.nextgenquake.com

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