BJA, I love that! Makes me think of Resident Evil, for some reason.
It's so damn inspiring watching what you guys do! Really makes me want to learn more.
I have a question, how do you hide the weapon in Q4? cg_drawGun didn't work
@AlMighty: I made my own q4 "screenshot config" a while back. This will hide everything on screen, like weapon model, hud, crosshair. Just make sure to backup your original Q4Config.cfg
BJA wrote:Still messing around with the Q4 editor and my little texture/model set. In case anybody wonders, those tentacles are supposed to be old roots. First wanted to make them out of meat and blood but thought that would be too much of Doom3/Quake4 style.
whoa that's some impressive shit - a great design idea
also, i saw all that junk lying around and immediately thought "physics fun" but then remember Q4 doesn't really have a proper physics engine so i'm guessing that cardboard box is made from concrete and bolted to the floor, yes?
o'dium wrote:Its quite simple really. I made a long, large rectangle, going down at a slight angle, then I mapped multiple smaller ones on that to make it look volumetric.
[img]ivy_mesh.jpg[/img]
that's pretty sweet. is it self-shadowing? i can't tell from the in-level screen
o'dium wrote:Its quite simple really. I made a long, large rectangle, going down at a slight angle, then I mapped multiple smaller ones on that to make it look volumetric.
[img]ivy_mesh.jpg[/img]
that's pretty sweet. is it self-shadowing? i can't tell from the in-level screen
In Quake 4, it wont cast shadows because alpha tested surfaces wont cast them. Well they do, just not the shape thats on them. Shadows can be cast onto them though.
In OverDose, they cast shadows because our per pixel code is using shadow maps (Soft shadowing), so it allows you to cast them.
BJA: Very nice. I believe what makes level good from visual stand point of view are organic shapes and slightly off grid, yet carefully placed objects to break the blockiness.
obsidian: Thanks man I am using Modo to model with and the game is UT3. I would have liked to get this inside of Q4 instead but the school I am at are using UT3, besides I think it's a bit to high-poly for Q4.
phantazm11: Glad you like it. I will be looking forward to play you're single player map
g0th- wrote:besides I think it's a bit to high-poly for Q4
it will probably be fine as long as you don't expect it to run at 60fps on a low end machine. The great thing about creating assets outside of radiant is that you can use them in just about any game engine you can get your hands on Looks promising
You can still export brushes out to ASE or OBJ or whatever out of Radiant so technically speaking you can get assets transferred to any game, but yeah, I know what you mean.
g0th- wrote:obsidian: Thanks man I am using Modo to model with and the game is UT3. I would have liked to get this inside of Q4 instead but the school I am at are using UT3, besides I think it's a bit to high-poly for Q4.
phantazm11: Glad you like it. I will be looking forward to play you're single player map
UT3 = 'prefabs' are your bestest friends
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]