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In the Shadows

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  • I like the throwing away of the weapon idea. Now there's another idea for your SMC!!

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    • The extra gibs originally started with the weapons but I extended it to the body part as well. The legs and arms are cut mostly at bone joints which seemed like a logical place to put them at the time. The stumps are painted with extra gore and blood and the edges are made to look uneven. (probably not easy to see in the screenshot). Unique gibs are fun to see when enemies explode up close while doing a stealth backstab. The real problem is that all of the head models are 25-50% too larger (id design so they can be seen) and that does look odd!

      My favourite gibs are certainly the weapons, I even repainted some of the original Quake monster weapons, but got the texture resolution wrong! doh! It certainly would be cool to pickup these weapons but the lack of animations and a good set of player sounds just puts me off.

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      • I remember killing the first ogre on map e1m2 (back in 1997) and wanting his grenade launcher!! It wouldnt be any harder to drop a weapon separate than the back pack; and I think its odd for monsters to drop backpacks anyways.
        Just drop the weapon and all its ammo into the weapon entity.

        I see what you mean by animations, you like the gun/sword etc to flop on the floor a bit instead of MOVETYPE_TOSS
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • What program are you using to keep the pixely look of your retextures? Excluding MS paint the paint programs I have would make a retexture far too clean, vector graphics and what not. I'm sure there is a filter that could achieve this look (posterize or something), but that doesn't look filtered to me. It looks like you used the pen tool in MSPaint but I just can't see anyone drawing all that one pixel at a time.
          http://www.nextgenquake.com

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          • Originally posted by R00k View Post
            I see what you mean by animations, you like the gun/sword etc to flop on the floor a bit instead of MOVETYPE_TOSS
            No I was talking about player animations for new weapons like the chainsaw. I know Zerstorer had a chainsaw for the player but I never liked the sounds or animations. Also dropping weapons from monsters open a whole can of worms about weapon balance issues. You have to design for the player to get that weapon otherwise it might break the flow of the map. Totally agree about the backpack, it is an odd item to drop from an ogre but I suspect it was a Quake production issue.
            Also R00k, love your signature, one of my favourite films.

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            • Originally posted by MadGypsy View Post
              What program are you using to keep the pixely look of your retextures?
              I use QME to view Quake models and update skin/frame/flags. The author stopped developing the product years ago. I don't recommend buying it, the free version is good enough for viewing stuff and minor changes.

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              • I already have the full version. It's worth every penny I paid.
                http://www.nextgenquake.com

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                • Originally posted by sock View Post
                  Totally agree about the backpack, it is an odd item to drop from an ogre but I suspect it was a Quake production issue.
                  The monster that makes sense the most is the enforcer, as he already carries such a backpack in his "living" form.
                  But soldier and ogre.... they hided the backpack in some body wholes I guess

                  That was also the reason why the "small mod compilation" uses custom backpack models for these monsters.
                  The soldier throws away a handful of bullets
                  The ogre some grenades
                  The enforcer spinning atom-like looking cells.

                  Maybe something like this can also be done for ITS ?


                  Regarding QME:
                  Quaddicted has the full version plus update in his archive.
                  I also use this tool a lot. I love it because animations can be handled easily.
                  And several other things (model flag settings, skins management and so on).
                  It is still a great program.

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                  • Quaddicted has the full version plus update in his archive.
                    Yup, that's how many pennies I paid for it!
                    http://www.nextgenquake.com

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                    • Originally posted by MadGypsy View Post
                      It looks like you used the pen tool in MSPaint but I just can't see anyone drawing all that one pixel at a time.
                      I use the pen/brush tools in PS, most of the art assets I make for Quake are hand painted or cut/paste using a fixed palette. Pixel painting is not that bad after a while, it is just a different way of creating art. One advantage to pixel painting is you get lovely crisp pixel detail, it is very easy to see if someone has been used filters because the image will have blurry shading.

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                      • All votes are welcome - In The Shadows mod for Quake - Mod DB
                        Thanks

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                        • I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again I voted, then refreshed and then again ...

                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • Some more progress with the DP engine ...







                            Full size links - Image 1 Image 2 Image 3
                            EDIT: Added Links above
                            Last edited by sock; 02-27-2014, 10:43 AM.

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                            • bad ass! This is how the original q1 maps should look like! Awesome work!

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                              • This looks absolutely spectacular. Beyond words. Are you the same Sock that made Horde of Zendar and Ivory Tower? I can definitely see a trend in your style. I love it. You have mastered the medieval theme.

                                The flame models for the torches are excellent as well. I like the embers and everything. Keep it up, I'll definitely have my eye on this from now on.
                                'Replacement Player Models' Project

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