
EntityPlus - A single player Q3 mod
Re: Here's a wild idea: EntityPlus
Yeah that has always been possible. Set the wait key to -1 

Re: Here's a wild idea: EntityPlus
O hey, DaEngineer, while you're at it, maybe you could make a key model for the holdable_key entity? 

Re: Here's a wild idea: EntityPlus
It's possible to set each item's respawn value to some random high number so ppl would actually have to play for weeks/years/decades to see that specific item again. It can be done when specifiying your entity settings in GTK; about stock id maps, I'm not sure however, at least not for vq3.
EDIT: already all said by eraser, forgot about the latest 3 posts, duh!
EDIT: already all said by eraser, forgot about the latest 3 posts, duh!
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
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-Lee Trevino, golfer who actually has been struck by lightning.
Re: Here's a wild idea: EntityPlus
I'm on it! (sounds like a fun quick project)Eraser wrote:O hey, DaEngineer, while you're at it, maybe you could make a key model for the holdable_key entity?
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Re: Here's a wild idea: EntityPlus
Anyone know if the powerup rotation and bobbing is hard coded or is it something that needs to be animated. If the latter, how many frames and frames per second do the default models have?
What do you guys think? ~40 polys.

What do you guys think? ~40 polys.

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Re: Here's a wild idea: EntityPlus
Rotation and bobbing is hard coded IIRC.
Re: Here's a wild idea: EntityPlus
nice work obs, how big is the model in relation to the player model? looks cool tho
Re: Here's a wild idea: EntityPlus
It's slightly larger than an armor shard.
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Re: Here's a wild idea: EntityPlus
Nice! An armor shard-esque glowy effect would look cool as well.
Re: Here's a wild idea: EntityPlus
Awesome bro. And indeed, the bobbing and rotation is hard coded.
Re: Here's a wild idea: EntityPlus
Here's a quick WIP video of the debris emitter entity in combination with func_breakable:
DaEngineer's models still have to be included though.
DaEngineer's models still have to be included though.
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Re: Here's a wild idea: EntityPlus
@ obsidian: looks very good 
@ eraser: I think the dust could use some more transparency - it's a bit too opaque for my taste.
Here's a new pk3 that replaces the two concrete debris models. They link to the base_wall/concrete and base_wall/concrete_dark textures in the pk0, so I didn't even need to upload the copyrighted Q3 texture again. I'll keep it like this until I find some open source textures. There's no good stone texture in the stock Q3 textures, so you'll have to wait until I've found one or made one by myself based on the stones in my garden.
EDIT: Two things came to my mind this mod definitely needs: ladders and health/armor beyond 100 that stops draining down to 100 again. A ladder tutorial can be found here.

@ eraser: I think the dust could use some more transparency - it's a bit too opaque for my taste.
Here's a new pk3 that replaces the two concrete debris models. They link to the base_wall/concrete and base_wall/concrete_dark textures in the pk0, so I didn't even need to upload the copyrighted Q3 texture again. I'll keep it like this until I find some open source textures. There's no good stone texture in the stock Q3 textures, so you'll have to wait until I've found one or made one by myself based on the stones in my garden.
EDIT: Two things came to my mind this mod definitely needs: ladders and health/armor beyond 100 that stops draining down to 100 again. A ladder tutorial can be found here.
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Re: Here's a wild idea: EntityPlus
Yes good idea for the ladders. Dunno about the health... how did this work in Quake 2?
I made the debris emitter to spew out your models. A spawnflag can be used to determine if it spews out light or dark concrete, so if you've got new models for other materials then we can simply add more spawnflags.
I've also made the dust less opaque.
One thing about the models though... they look a bit too smooth if you ask me. If a block of rock blows into pieces, I don't think you'll end up with such smooth and round pieces of rock.
That doesn't mean these models are useless, but some more pointy models could be a good addition.
I made the debris emitter to spew out your models. A spawnflag can be used to determine if it spews out light or dark concrete, so if you've got new models for other materials then we can simply add more spawnflags.
I've also made the dust less opaque.
One thing about the models though... they look a bit too smooth if you ask me. If a block of rock blows into pieces, I don't think you'll end up with such smooth and round pieces of rock.
That doesn't mean these models are useless, but some more pointy models could be a good addition.
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Re: Here's a wild idea: EntityPlus
Just wanted to jump in - this whole idea looks awesome. 

Re: Here's a wild idea: EntityPlus
Got some coverage through PlanetQuake, with a decent amount of linking to Q3W as well 

Re: Here's a wild idea: EntityPlus
ladders are in 

Re: Here's a wild idea: EntityPlus
@obsidian: Imo your keymodel needs those three yellow dots... or you create a new one in the style of commander keen keys 

Re: Here's a wild idea: EntityPlus
Maybe this could be use to create sp enemies
. I have nothing against that sp enemy use bots models, and use standard q3 weapons set, what's more - that's exactly what I would like to get
. Just imagine - Klesk with mele attack (no weapon), or Uriel with gauntlet. Ranger with SG, and TankJr with PG.
Actually I think it would be awesome to have bigger scale TankJr armed with PG or Rl, which couldn't run, only walk slowly. i bet some of you remember the huge strogg from Quake 2
.


Actually I think it would be awesome to have bigger scale TankJr armed with PG or Rl, which couldn't run, only walk slowly. i bet some of you remember the huge strogg from Quake 2

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Re: Here's a wild idea: EntityPlus
So I added a bit more polish to the keycard model, I found that it looked a bit too non-descriptive in outline and colour (roughly same size and shape as armour shard) so I went back and tweaked the model and shaders to make it really stand out with some pretty holographic overlays. The shaders are animated, so I think it looks pretty cool in-game. The three dots are now part of the hologram (hard to make out in this screenshot because of the other overlay).

Download:
http://robotrenegade.com/models/downloa ... eycard.zip
And a test map if you guys want to preview it (extract to /maps and requires the file above, renaming the zip to .pk3):
http://robotrenegade.com/models/downloa ... rd-map.zip
Eraser: is it possible to patch your mod so that it has a higher entity limit. I can see the default entity limit getting really restrictive if people are going to be tossing entities all over the place in this mod. Sock kept hitting that limit for MotEoF and had to strip stuff out or think of creative ways to save entities.

Download:
http://robotrenegade.com/models/downloa ... eycard.zip
And a test map if you guys want to preview it (extract to /maps and requires the file above, renaming the zip to .pk3):
http://robotrenegade.com/models/downloa ... rd-map.zip
Eraser: is it possible to patch your mod so that it has a higher entity limit. I can see the default entity limit getting really restrictive if people are going to be tossing entities all over the place in this mod. Sock kept hitting that limit for MotEoF and had to strip stuff out or think of creative ways to save entities.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Here's a wild idea: EntityPlus
Looks really nice. Classy.
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Re: Here's a wild idea: EntityPlus
I really wanted a "key" model here.
Maybe it could be made so that you can choose your own model and/or that the mod comes with two different sets?
I was thinking in the lines of Quake1.
This keycard pretty much forces one to make SciFi levels.
If a key is needed, I can model one.
(I should add, that, both would be really nice. But if not, I guess Obs Keycard (which looks really nice) will have to do =))
Maybe it could be made so that you can choose your own model and/or that the mod comes with two different sets?
I was thinking in the lines of Quake1.
This keycard pretty much forces one to make SciFi levels.
If a key is needed, I can model one.
(I should add, that, both would be really nice. But if not, I guess Obs Keycard (which looks really nice) will have to do =))
Last edited by Hipshot on Sun Apr 17, 2011 9:57 am, edited 1 time in total.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Here's a wild idea: EntityPlus
I too like obsidians model but like Hipshot said: A possibility to use your own model would be great!
Re: Here's a wild idea: EntityPlus
Hipshot: ideally one could set their own model for the key - I looked into doing this briefly but the solution wasn't immediately obvious to me - I'll look into it when I get the time to work on it again (unless Eraser or someone gets to it first).
Re: Here's a wild idea: EntityPlus
Yeah there doesn't seem to be an obvious and easy solution to that one. But if anyone makes a gothic looking key I'll add it. I've added obsidian's (great looking!) keys to the game and really treat them as different keys, so on the trigger_lock you can specify which key is needed.
ps: obdidian, if you could draw 32x32 pixel 2D icons for them as well that would be great. I drew my own but they look kind of stupid. You could use the icons for teleporter or medkit as inspiration.
ps: obdidian, if you could draw 32x32 pixel 2D icons for them as well that would be great. I drew my own but they look kind of stupid. You could use the icons for teleporter or medkit as inspiration.