EntityPlus - A single player Q3 mod

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

The proportions on this sword are weird. Looks like a deformed Zelda-style item. You should work using reference images instead.
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

...I said it was a TEST VERSION not a accurate replica of a sword. I'm still working on it...
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

and by the way, I like Zelda! >=(
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

Ouija wrote:The proportions on this sword are weird. Looks like a deformed Zelda-style item. You should work using reference images instead.

Here's an updated picture.

happy now?
o'dium
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Re: EntityPlus - A single player Q3 mod

Post by o'dium »

Dem smoothing groups... Why make it so low, with such odd smoothing? Just because its an old game, doesn't mean you have to make it "the old way", no matter the polycount.
Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

No, I'm not happy. So I made my own. :V
Image
edit: and unwrapped it
[lvlshot]http://dl.dropbox.com/u/5485355/qblade2.jpg[/lvlshot]
obsidian
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Re: EntityPlus - A single player Q3 mod

Post by obsidian »

Looks good. UVW's look a little wonky mid-blade and also on the handle.

Modo?
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Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

Maya. I cut the blade in half to save UV space, the middle section mirrors halfway. Handle already fixed right after I posted this.
obsidian
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Re: EntityPlus - A single player Q3 mod

Post by obsidian »

A cut midway might look odd when properly textured though, especially if you are using a shiny environment mapped image.
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Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

If this was to be envmapped, I'd use a separate material and UV map for the blade anyway. For now it's meant for bare-bones diffuse, and I wouldn't use such UV space saving tricks (there are more) if I didn't know how to texture that.
Someone split this sword discussion, please.
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

I'm going to wrap up development on the mod so far and release beta 1 very soon. Maybe this weekend but next week at the latest for sure.

After beta 1 I'll put EntityPlus development on the back burner for a while (something like 3 weeks I think). I'll use the beta for what's it's supposed to be: fixing bugs, nothing more. It allows me to focus a bit on other things in my life and other programming projects that have come along. After that, I'll release version 1.0 which is basically beta 1 with just bug fixes. After the 1.0 release, any new features will be implemented again. The mod's still open source of course, so the main trunk will still be open for development of new features so if anyone wants to work on it, feel free to do so.
GtkRadiant
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Re: EntityPlus - A single player Q3 mod

Post by GtkRadiant »

...ok, I admit it. Ouija, I consider myself pwned. go ahead and take over the sword thing if you want. you totally stole my thunder though. =(
Silicone_Milk
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Re: EntityPlus - A single player Q3 mod

Post by Silicone_Milk »

Dude is the hilt of that sword the Q3 logo?
Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

More or less, without the middle part.
cityy
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Re: EntityPlus - A single player Q3 mod

Post by cityy »

That's pimp.
www.ferdinandlist.de/leveldesign
Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

Some lazy texturing here, but didn't turn out that bad after all.
Image
Leave it as it is?
edit: I tweaked the texture a bit more. That would be about as much work as I'm willing to do here. Too tired to package and upload the model, will do that later. Promise.
Image
Last edited by Ouija on Sat Sep 03, 2011 1:04 am, edited 1 time in total.
EmeraldTiger
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Re: EntityPlus - A single player Q3 mod

Post by EmeraldTiger »

I think it looks ca$h. An envmap would be a perfect finishing touch. Maybe some rust marks on it as well, to make it look "worn out". (Unless it`s a "futuristic" sword) Excellent work.
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Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

I just tried to mimic the Q3 style a bit. Just fixed it, look above.
EmeraldTiger
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Re: EntityPlus - A single player Q3 mod

Post by EmeraldTiger »

Checked out the new version. The design along the side is very complementary... will be excellent for gothic themed maps. You have a lot of potential in the modeling department, and I`d love to see your future works for sure. :up:
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obsidian
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Re: EntityPlus - A single player Q3 mod

Post by obsidian »

From the top down angle, it looks as if the handle is a bit too thin to match the width of the blade. I would either narrow the blade or increase the width of the handle. I like the texture though.
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Plan B
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Re: EntityPlus - A single player Q3 mod

Post by Plan B »

That sword looks extremely painful to use.
Looks good though.
Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

obsidian wrote:From the top down angle, it looks as if the handle is a bit too thin to match the width of the blade. I would either narrow the blade or increase the width of the handle. I like the texture though.
I'm not changing a thing.
o'dium
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Re: EntityPlus - A single player Q3 mod

Post by o'dium »

Plus again it has quite a few smoothing breaks in odd places, even the blade at the end has some, which really distract from the look.
Ouija
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Re: EntityPlus - A single player Q3 mod

Post by Ouija »

Image
http://dl.dropbox.com/u/5485355/qblade.rar
All permissions to use granted despite the fact I never bothered to read who needs a sword and what for.
Remember, I'm not getting paid for this.
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Eraser
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Re: EntityPlus - A single player Q3 mod

Post by Eraser »

EntityPlus beta 1 released!

So ah, if anyone still cares, go get it :)

The complete list of changes is as follows:
  • [Added] func_door_rotating entity.
  • [Added] New credits to exit menu.
  • [Added] Background music plays in main menu.
  • [Added] info_backpack entity which can be used with nodrop brushes to teleport a backpack from an unreachable location to a safe location.
  • [Added] target_playerstats entity which can set a player's health and armor.
  • [Added] target_variable entity which can set or read and compare variables that persist across map changes.
  • [Added] target_cutscene and info_camera for creating cutscenes.
  • [Added] START_UNLINKED spawnflag for func_static.
  • [Added] TOGGLE spawnflag for target_delay.
  • [Added] START_DELAYED spawnflag and count key for func_timer.
  • [Added] SUBTITLE spawnflag for target_print.
  • [Added] cg_drawsubtitles cvar to enable/disable subtitles (also available in game options menu).
  • [Added] cg_drawHoldableItems cvar to enable/disable drawing of holdable item icons (teleporter/medkit/keys)
  • [Added] deathmusic key to worldspawn entity.
  • [Fixed] Spawning a bot with only a Gauntlet results in the bot spawning with a MG and console errors when the bot attacks.
  • [Fixed] Picking up a Gauntlet after it has been removed results in the Gauntlet being unusable.
  • [Fixed] target_unlink with IMMEDIATELY spawnflag won't unlink entities that spawn on second frame (such as movers).
  • [Fixed] target_unlink ALWAYS_UNLINK and ALWAYS_LINK spawnflags have opposite effect.
  • [Fixed] target_unlink toggles unlinked entities if ALWAYS_UNLINK is set and linked entities if ALWAYS_LINK is set.
  • [Fixed] target_score doesn't add any score when triggered.
  • [Fixed] deathtarget key on target_botspawn does not activate entities with matching targetname2.
  • [Changed] Shots at a func_breakable are now counted as hits and thus will positively affect accuracy instead of negatively
  • [Changed] Using the skill key on target_botspawn now actually influences the general AI skill level of that bot.
  • [Changed] Picking up a weapon if no weapons are currently held will automatically switch to that weapon.
  • [Changed] Setting a speed of -1 for target_playerspeed will freeze the player in his spot, unable to jump or duck as well.
  • [Changed] Countdown is no longer displayed when issueing a map_restart.
  • [Changed] Default health value for target_botspawn was changed from 125 to 100.
  • [Changed] Bot health is higher/lower depending on skill level.
  • [Changed] Picking up weapon for which you already have ammo adds normal amount of ammo instead of just 1.
  • [Changed] Removed info_player_deathmatch from entities.def
  • [Changed] Renamed the skill levels.
For some details on the most important changes, go here.

Enjoy :)
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