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arctic furry skin for obi-wan fiend (drake)

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  • #31
    I can't really point you to an entities tutorial for radiant, cause that's not how I figured it out. I already knew how to use Worldcraft and add/link entities within it, due to the worldcraft tutorials. When I switched to Radiant it was primarily the exact same thing, just where you input the info is a bit different and how you change a brush to an entity as well.

    here is the Worldcraft tutorial You would want to read the basic and complex entities sections. Then instead of whatever it tells you to do in the worldcraft interface, do it in the radiant entity inspector instead. If you want to turn a brush into an entity (door, plat, etc), just select it (shift + click) and then right click to choose the entity you want to turn it into.

    if worldcraft is telling you to fill in a field that doesn't exist in radiant (like maybe targetname) just use the key:/value: fields to invent it and press enter.
    http://www.nextgenquake.com

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    • #32
      Originally posted by talisa View Post
      are you talking about the grey version of the same furry skin?
      if you are talking about that one, in the pk3 ive included that skin too
      check inside the pk3, there is also a set of textures which is called 'Gdemon', thats the grey furry fiend

      also, just dropping the pk3 into the nsoe map should work, cuz it uses the same skin-number for the grey fiend as unforgiven does. and ive made skin-files so that skin2 is grey furry fiend in the pk3
      i havent included black scaley fiend though since i havent made that skin yet, so that one will instead show up with the standard skin

      if you are talking about the black-scales fiend... i will most def be making that one too, should be easy when using the same filters i used to make the sha'vile
      Black scales fiend? Yeah. I hope to see even the acolytes and special knights

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      • #33
        @talisa
        I'm making a mappack right now and it has a lot of textureless models, so I will be doing textures in the not-so-near future (after I'm done with the storyline and the gameplay...). Maybe I could help you then with the normals, but I think by that time this will have already gotten a normal of it's own. And yes, I agree this model IS made to look muscular, but who knows, maybe he can get a descent furry look...
        MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

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        • #34
          It's true, the only way you can make fur in vanilla Quake is to paint it, pretty much.

          There are ways to make real hair in Blender etc. but that wouldn't fly in Quake.

          Nice to see you try Quake mapping. Making things like doors is actually really easy; you make a brush that is your door (or two brushes for two-piece doors, you can use as many brushes for a door as you want). Each moving part needs to be made from seperate brushes.

          Then select the brushes that make up your door (or one half of it), and right click in the 2D viewport for the popup menu. In that menu, choose "func_door".

          This will turn a brush, or several brushes, into an entity, a func_door in this case. You can then press N for the entity window where you can set spawnflags (like, if it is a key door etc) and set the door's angle, speed etc.

          To make a trigger, again create a brush, give it the trigger texture (this makes it invisible in game) and while it is selected, choose "trigger_once" from the popup menu.

          To make the trigger open the door (or anything else), give the door a "targetname" key and the trigger a "target" key with the same value. Like, give the door "targetname" "door1" and the trigger "target" "door1".

          You can use trigger_relay and trigger_counter for more tricksy trigger setups. Trigger_relay is a point entity (same as for example a light), meaning you do not need to make a brush for it first.

          You do need to make doors, plats, trains and buttons out of brushes, though. Trigger_once and trigger_multiple as well.
          Scout's Journey
          Rune of Earth Magic

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          • #35
            @hg
            sure, that would be awesome hg if you could help by making either bump or normals for this skin
            if it helps with making a normal, this is the fur texture i used to make this arctic fiend texture:
            http://www.imgbox.de/users/public/images/jpCvKdCU7y.jpg


            @gb
            thanx for the explanation about how to make doors
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

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            • #36
              talisa check out you tube for for the how toos on radent... theres a lot of good stuff on there so much so that i bet MG and GB think i died cose i havent asked them a stupid how to question in a few days

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              • #37
                you've asked me some good how to questions. like:

                how to convert qc into radiant .ent definitions
                http://www.nextgenquake.com

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                • #38
                  STILL WORKING ON THAT lol right now im working on the door 2 trying to get it to split open and show up right. im almost there... back to youtube...taslia are you setting up in dp with the q3 map stile? Q3bsp for Quake tutorial | spawnhost \

                  SON OF A B... i go to get the link for you and i see GB JUST PUT SOME INFO UP!

                  Radiant: Doors, Triggers and co. | spawnhost

                  WELL BACK TO GB'S BLOG THEN!

                  Thanks

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                  • #39
                    Does it work for darkplaces? If so, where do I install it?

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                    • #40
                      @frost
                      if gtkradiant works for DP?
                      yush, there's even a special setting for making maps for DP in the startup menu where you can pick which game to make maps for
                      .
                      are you curious about what all there is out there in terms of HD content for quake?
                      > then make sure to check out my 'definitive' HD replacement content thread! <
                      everything that is out there for quake and both mission-packs, compiled into one massive thread

                      Comment


                      • #41
                        There's a "darkplaces" gamepack for Radiant, which is to mean it makes Q3 format maps with Q1 entities etc.

                        So it mixes the Q3 map/bsp format with the stuff from Quake 1.

                        The game switch is in the preferences, if I'm not mistaken. The stuff in the File menu (Project settings) is to select the mod, I think (such as Quoth).

                        Be aware that using the Q3 format for Quake produces different results from the normal Quake format.

                        1) you have to use "shaders" and individual images for textures, instead of texture .wad files.

                        2) you have to use a different map compiler (q3map2) instead of Tyrutils / AguirRe's tools.

                        Apart from that, the actual mapping works much the same, only lighting is a bit different and you can use curves, static meshes etc.

                        So, fair warning: For the vanilla Quake look, use Quake 1 setting. If you don't need it to look faithful, by all means use Q3bsp.
                        Scout's Journey
                        Rune of Earth Magic

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                        • #42
                          @talisa
                          I'm not the fastest person, but I downloaded the image and if I come with something, I'll pm you
                          MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

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                          • #43
                            as per ironwarfare's request....



                            le voila, ze dark scaley fiend that is also found in NSOE
                            (wasnt able to find this type of fiend in any of the maps myself, so pic is made in E1M3)

                            DOWNLOAD NEW FIENDS PACK WHICH INCLUDES SCALEY FIEND

                            updated the pk3, it now includes normal fiend, black scaley fiend, white furry fiend and grey furry fiend. so there's only one pk3.
                            so it works for any map-pack that uses the drake mod like SoE, NSoE, unforgiven and 'something wicked this way comes'

                            also, i noticed i had accidentially included an old oversized gib-model for fiend in the pk3, replaced it with a fixed version which is the correct size
                            Last edited by talisa; 04-26-2013, 08:23 AM.
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

                            Comment


                            • #44
                              Originally posted by talisa View Post
                              as per ironwarfare's request....



                              le voila, ze dark scaley fiend that is also found in NSOE
                              (wasnt able to find this type of fiend in any of the maps myself, so pic is made in E1M3)

                              DOWNLOAD NEW FIENDS PACK WHICH INCLUDES SCALEY FIEND

                              updated the pk3, it now includes normal fiend, black scaley fiend, white furry fiend and grey furry fiend. so there's only one pk3.
                              so it works for any map-pack that uses the drake mod like SoE, NSoE, unforgiven and 'something wicked this way comes'

                              also, i noticed i had accidentially included an old oversized gib-model for fiend in the pk3, replaced it with a fixed version which is the correct size
                              That fiend, in my opinion is scary, is creative. Personally fiends mostly get me on edge. The Shambler my be the more intidimating, but the fiend is more threatining, the way they catch up to you. Anyway nice job on the skin, it's almost like you're creating a species list.

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                              • #45
                                thanx R17, glad you like it


                                also totally agree. the shams is more big and massive, but ive always liked the fiend way more,
                                he looks so much more awesome and vicious imo

                                especially with the TP feature from the SMC they become seriously creepy and dangerous
                                .
                                are you curious about what all there is out there in terms of HD content for quake?
                                > then make sure to check out my 'definitive' HD replacement content thread! <
                                everything that is out there for quake and both mission-packs, compiled into one massive thread

                                Comment

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