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It is always great to have a new texture set.
It changes the game quite a bit. Especially when it comes with a new "cartoon"-ish visual.
But my question is: Do you want to release the borderland textures ?
Is this allowed ?
Anyway, your idea to convert them into Quake is really good and fresh.
It is always great to have a new texture set.
It changes the game quite a bit. Especially when it comes with a new "cartoon"-ish visual.
But my question is: Do you want to release the borderland textures ?
Is this allowed ?
Anyway, your idea to convert them into Quake is really good and fresh.
Kind regards,
Seven
I used a program called texmod, that u run 1st then run the game, and it will grab textures from memory, which u can save to disk. I cant submit the texture pak cause this would really piss off 2k/gearbox and void their copyrights if posting ss hasnt already. Maybe i can bastered them up a bit to make them less than the originals...
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when u 1st see the textures in game or ss u think hmm pretty simple textures (black sketch outlines).
but when u look at them closely there are several layers of detail.
little things that make them look kinda 3d, worn, shot, or broken.
Oddly when running around the map certain areas with lit support kinda gave a gloss effect even without gloss support.
Just shows that good textures can go a long way.
Most textures of quake were flat, or high resolution remakes, but lacked a rough character.
Now you need to add stats to guns with drops from NPCs!
I've been working on emulating borderlands for a while now.
All of the work is still in the horrible proof of concept phase.
borderlands style drop info
ive got enemies dropping random stock weapons. that was super easy,
I attempted randomized guns...they turned out awful. just awful.
I'll probably go back and give that another shot when I have a clearer idea of how to not b0rk it horribly.
Right now I'm trying to (in code only) make entrances and exits act more like
area loadouts. So from any entrance you can go to the previous maps exit, or the exit of the previous episode of the same level.
and from any exit you can go either to the next level as normal, or to the next episode on the same level. Making the episode progression more of a series of nested circles than a straight line.
This comes with a series of complications though. First off there are no info_player_start brushes at exits. and no angle data to point the player in eh correct direction when you DO spawn there.
Also many maps have doors that only open from one direction, which can be overcome by triggering them.
Lastly, and heres the one I dont know how to do anything about (except spawn farther into the level), in a couple of levels you fall straight down a good ways before you find the exit. so if you spawn at the exit theres no good way back up.
It would be more sensical to do this by map editing...but I'm not a mapper...and I hate the map editing tools. So I'm going to see if with some help, I can do this only in code.
It should be noted Im making extensive use of FTE and its featureset.
oh yeah, and healthbars,armorbars, and netnames on enemies.
borderlands had those centerscreen..that would be easier, and I'll probably do that when
I get back to it.
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