Get together and make a HIDDEN mod for quake 3 arena!

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reefsurfer
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Get together and make a HIDDEN mod for quake 3 arena!

Post by reefsurfer »

Anyone tried Hidden for HL2?
Well me and others want one for Q3A.

Here is how it should work:

Hidden character will only have gauntlet and ofcourse its a instagib gauntlet.. the gauntlet and footstep sounds must be removed.

Team damage should be on to cause more mayhem and stress.

Mod should support no more than 6 players(5 on team and 1 as Hidden).

The player that kills the Hidden automatically becomes the Hidden next round.

Members hunting the Hidden should only be allowed Shotgun,Grenades and MG.(5 grenades, 20 shotgun shells and infinit on MG rounds)


What we need:
Someone to code this or make a server sided script?
Community members countributing with 2-3 Hidden exclusive maps(design and layout on maps made together from ideas).
A modeller making the Hidden character and the Team model.

Voila?
dzjepp
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Post by dzjepp »

Dude u was supposed to post this in programming forum... that's where the coders hang out >_<
Don Carlos
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Post by Don Carlos »

dzjepp wrote:Dude u was supposed to post this in programming forum... that's where the coders hang out >_<
LOL
Where were you when the West was defeated?
[url=http://profile.mygamercard.net/doncarlos83][img]http://card.mygamercard.net/gbar/doncarlos83.gif[/img][/url]
reefsurfer
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Post by reefsurfer »

crap....ima link them to this thread.

my bad.
reefsurfer
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Post by reefsurfer »

ok..its in both coding forum and in modeling forum.
Already tried this with a friend on /devmap and invisibility 99.
Was fucking fun as hell... not easy to see him on bright parts on the map, infact... impossible at some angles.. :icon28:
o'dium
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Post by o'dium »

I could work on any art assets. Only problem is that due to Quake 3's lack of native fragment/vertex program support, you wont be able to do a very good "hidden" effect, only what the Quake 3 invis does.
reefsurfer
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Post by reefsurfer »

o'dium wrote:I could work on any art assets. Only problem is that due to Quake 3's lack of native fragment/vertex program support, you wont be able to do a very good "hidden" effect, only what the Quake 3 invis does.
Yea, and thats more than enough.
So make a nice Hidden model o'dium.

You got 2 hours :p
o'dium
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Post by o'dium »

Eh? You do know that because it uses generic texture scrolling effects you wont be able to tell what the model is? In Half Life 2 you have a model, great, but then you also have a models local map which deforms the original texture in a way that makes it look like the specular is bending around the model, even on a flat surface. This coupled with a haze or shimmer style fragment program, make it a nice effect because you can still see detail in the model, but at the same time not see it at all.

In Quake 3, you could have the effect on sarge and on razer, standing right next to each other, and wouldn't tel lthe difference ;)

IMHO, all it needs are new sounds, and a slightly better invisible effect.
reefsurfer
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Post by reefsurfer »

Take any q3 model then...add the invisibility poly/shader or whatever it is then, fuck making a new model if its gonna be a problem.

Infact...never mind o'dium, ima check with the pro's over at polycount instead.
dzjepp
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Post by dzjepp »

=O
o'dium
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Post by o'dium »

reefsurfer wrote:Take any q3 model then...add the invisibility poly/shader or whatever it is then, fuck making a new model if its gonna be a problem.

Infact...never mind o'dium, ima check with the pro's over at polycount instead.
:olo:

Yeah ok, dont worry, I've only been working with Quake 3 shaders and md3 models for 6 years now.
reefsurfer
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Post by reefsurfer »

Im not worried o'dium.
Dont know what the lol was for though?

Did i offend you or something?
I just know that your all talk... so im gonna ask someone that might produce something, no offence o'dium.
You yourself signed up to help out.. so i guess we will something from you soon then....or?
o'dium
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Post by o'dium »

Whats with the attitude?

I said i would help, yes. But you expect something that cant be done unless you have access to the sources. We now have access to those sources, but will anybody honestly write a new source port adding advanced fragment and vertex program support just so you can have VFP support in a version of a hl2 mod?

"i just know that your all talk..." whats that mean? I've proved myself again and again on this forum that I can do what people ask, and hell, now your asking for something thats impossible and i give you a decent alternative and its not good enough, and thats my problem?

Come off it dude. The best you will get is a Quake 3 style invisible shader effect remade. You can make as many "new" player models as you like, you wont be able to tell the difference with the technology of 1999 and a lack of local maps.
Last edited by o'dium on Mon Sep 12, 2005 6:30 pm, edited 2 times in total.
Don Carlos
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Post by Don Carlos »

o'dium wrote:Whats with the attitude?

I said i would help, yes. But you expect something that cant be done unless you have access to the sources. We now have access to those sources, but will anybody honestly write a new mod just so you can have fragment support in a version of a hl2 mod?

"i just know that your all talk..." whats that mean? I've proved myself again and again on this forum that I can do what people ask, and hell, now your asking for something thats impossible and i give you a decent alternative and its not good enough, and thats my problem?

Come off it dude. The best you will get is a Quake 3 style invisible shader effect remade. You can make as many "new" player models as you like, you wont be able to tell the difference with the technology of 1999 and a lack of local maps.
O'dium, i myself have made a player that was tranparent many
moons ago. We dont need anything spectacular. Just a model
thats 97% see thru. blimey.
Where were you when the West was defeated?
[url=http://profile.mygamercard.net/doncarlos83][img]http://card.mygamercard.net/gbar/doncarlos83.gif[/img][/url]
o'dium
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Post by o'dium »

Don Carlos wrote:
o'dium wrote:Whats with the attitude?

I said i would help, yes. But you expect something that cant be done unless you have access to the sources. We now have access to those sources, but will anybody honestly write a new mod just so you can have fragment support in a version of a hl2 mod?

"i just know that your all talk..." whats that mean? I've proved myself again and again on this forum that I can do what people ask, and hell, now your asking for something thats impossible and i give you a decent alternative and its not good enough, and thats my problem?

Come off it dude. The best you will get is a Quake 3 style invisible shader effect remade. You can make as many "new" player models as you like, you wont be able to tell the difference with the technology of 1999 and a lack of local maps.
O'dium, i myself have made a player that was tranparent many
moons ago. We dont need anything spectacular. Just a model
thats 97% see thru. blimey.
But... Thats a "texture" not a model. I could make something in 2 seconds right now thats just Sarge with a invisibility shader on him.

The point is, hes asking for something that cant be done, somethign advanced like HL2, and wants a player model to go with it... A player model is 100% pointless i nthis case because a) its invisible and b) you cant see the normals through the shader...? Why bother...?
Don Carlos
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Post by Don Carlos »

i need u on msn quick for 2 secs
Where were you when the West was defeated?
[url=http://profile.mygamercard.net/doncarlos83][img]http://card.mygamercard.net/gbar/doncarlos83.gif[/img][/url]
reefsurfer
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Post by reefsurfer »

o'dium wrote:
But... Thats a "texture" not a model. I could make something in 2 seconds right now thats just Sarge with a invisibility shader on him.

The point is, hes asking for something that cant be done, somethign advanced like HL2, and wants a player model to go with it... A player model is 100% pointless i nthis case because a) its invisible and b) you cant see the normals through the shader...? Why bother...?
When did i ask specefic for a new player model?
I said make a player model or take any q3 model and put on that invisibility... you still here discussing something that is irrelevant.
But i will make it clear one more time... take a q3 model and make him invisibility in 3rd person view a.k.a to other players.

If you can do that in 2 sec... or fast, i will be here waiting, half an hour ok?
Give us a DL link so me and some friends can try it out.

*waits*
dzjepp
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Post by dzjepp »

How about if the player get's shot the 'cloak' is disabled for the duration of the shot? And after the player dies, the 'new round' starts and until the countdown reaches 0, everybody can see the hunter. So for that reason it would be nice to have a different model than just sarge no?
o'dium
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Post by o'dium »

Here:

http://www.quake2evolved.com/odium/od_hidden.zip

No need to be a little shit with the "waiting" bullshit. I've been an artist for years, and i've been working with shaders far more advanced than Quake 3's for a long time. I would hardly say copy-pasting a Quake 3 generic shader is "tough".
o'dium
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Post by o'dium »

Oh and one more thing, as you have obviously thought this over so well...

You cant just map a texture to the weapon in third person per model, you need to set up some new classes in the code. Thats a "coders" job, not an artist.
reefsurfer
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Post by reefsurfer »

Did i struck a nerve or something o'dium?
You voluntered to this.

Ok, now we have o'diums "model".. what's next?

I guess there is no easy scripting to this.. would rather suit as a mod with an .exe eeh?


Crap.. :paranoid:
o'dium
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Post by o'dium »

Honestly;

It needs ot be a mod anyways, because of the script team play modification to the core gameplay. LEts face it, its a team game with one guy on red, the others on blue, and seperate team skins. Nothing more really.

You could push the boat out and modify the actual source and add VFP's to the engine to allow greater visual results, but thats pushing it.

Its gotta be coded either way.
reefsurfer
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Post by reefsurfer »

yea...prolly more hard work than i thought, but then again.. i dont know much about this stuff.

The easiest way to do this as a mod would need a coder to code gametype, team sides, score, weapons and hidden as invisible... right?
dzjepp
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Post by dzjepp »

Yeah it needs to be moded because people will just forcemodel anyway? :paranoid:
reefsurfer
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Post by reefsurfer »

yea....anyway, get that model jepp, and join my server... 1vs1.
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