Get together and make a HIDDEN mod for quake 3 arena!
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Get together and make a HIDDEN mod for quake 3 arena!
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?
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?
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Yea, and thats more than enough.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.
So make a nice Hidden model o'dium.
You got 2 hours

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.
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.
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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.

Yeah ok, dont worry, I've only been working with Quake 3 shaders and md3 models for 6 years now.
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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.
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.
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O'dium, i myself have made a player that was tranparent manyo'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.
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]
[url=http://profile.mygamercard.net/doncarlos83][img]http://card.mygamercard.net/gbar/doncarlos83.gif[/img][/url]
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.Don Carlos wrote:O'dium, i myself have made a player that was tranparent manyo'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.
moons ago. We dont need anything spectacular. Just a model
thats 97% see thru. blimey.
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...?
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When did i ask specefic for a new player model?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...?
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*
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".
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".
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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.
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.
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