Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
ZEQ2Mapper
Posts: 4 Joined: Tue Jan 24, 2012 8:18 am
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by ZEQ2Mapper » Tue Jan 24, 2012 8:30 am
Hello, I am from the zeq2lite forums, just stopping by to show some pictures/video.
Everything is completely modeled in 3dsMAX
Although I have having trouble with func_rotate on an ASE model.(Is that possible? If so, please DO tell)
Thanks.
Video:
http://www.youtube.com/watch?v=IOgRl1U070M
Pictures below (:
Last edited by
ZEQ2Mapper on Tue Jan 24, 2012 9:56 am, edited 1 time in total.
themuffinman
Posts: 384 Joined: Fri Mar 05, 2010 5:29 pm
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by themuffinman » Tue Jan 24, 2012 9:30 am
Wow. Is that open world/sandbox play using tech3? No idea how that's possible with bsp's. Impressive.
Eraser
Posts: 19174 Joined: Fri Dec 01, 2000 8:00 am
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by Eraser » Tue Jan 24, 2012 11:58 am
A mod team tried to make a Dragonball themes mod years ago, called Bid For Power, but they got shut down due to intellectual property infringement.
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
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by obsidian » Tue Jan 24, 2012 4:52 pm
ZEQ2Mapper wrote: Although I have having trouble with func_rotate on an ASE model.
WHEELIE!!!
[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]
EmeraldTiger
Posts: 392 Joined: Fri Sep 17, 2010 1:53 am
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by EmeraldTiger » Wed Jan 25, 2012 8:24 am
That's pretty damn cool. I too thought of BFP when I saw the screens. You did a good job at capturing the minimalist anime style of Dragonball, especially considering the engine you're using. You even got reflective water!
Good luck with the project.
ZEQ2Mapper
Posts: 4 Joined: Tue Jan 24, 2012 8:18 am
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by ZEQ2Mapper » Wed Jan 25, 2012 9:01 am
Thanks, after all I am just a mapper. We have sort of a team, the other does the coding/character design etc....
Thanks again.