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Re: Here's a wild idea: EntityPlus
Posted: Sun Apr 17, 2011 6:54 am
by ShadoW_86
Looks really nice. Classy.
Re: Here's a wild idea: EntityPlus
Posted: Sun Apr 17, 2011 8:45 am
by Hipshot
I really wanted a "key" model here.
Maybe it could be made so that you can choose your own model and/or that the mod comes with two different sets?
I was thinking in the lines of Quake1.
This keycard pretty much forces one to make SciFi levels.
If a key is needed, I can model one.
(I should add, that, both would be really nice. But if not, I guess Obs Keycard (which looks really nice) will have to do =))
Re: Here's a wild idea: EntityPlus
Posted: Sun Apr 17, 2011 9:36 am
by neoplan
I too like obsidians model but like Hipshot said: A possibility to use your own model would be great!
Re: Here's a wild idea: EntityPlus
Posted: Sun Apr 17, 2011 2:54 pm
by Kaz
Hipshot: ideally one could set their own model for the key - I looked into doing this briefly but the solution wasn't immediately obvious to me - I'll look into it when I get the time to work on it again (unless Eraser or someone gets to it first).
Re: Here's a wild idea: EntityPlus
Posted: Sun Apr 17, 2011 4:56 pm
by Eraser
Yeah there doesn't seem to be an obvious and easy solution to that one. But if anyone makes a gothic looking key I'll add it. I've added obsidian's (great looking!) keys to the game and really treat them as different keys, so on the trigger_lock you can specify which key is needed.
ps: obdidian, if you could draw 32x32 pixel 2D icons for them as well that would be great. I drew my own but they look kind of stupid. You could use the icons for teleporter or medkit as inspiration.
Re: Here's a wild idea: EntityPlus
Posted: Sun Apr 17, 2011 6:01 pm
by Hipshot
I'm almost done with a key.
Re: Here's a wild idea: EntityPlus
Posted: Sun Apr 17, 2011 8:37 pm
by Hipshot
Ok, I made a "skeleton key" type - which I call "Rust Key" - it's modeled exactly after the one in Quake 1.
I'm gonna create a silver and gold key too - which will have a little bit of a different mesh and ofc different colors. And I might also make a "master key" so the keys can go in the same number of passcards Obsidian made.
When I'm done with everything, I'll post it all.
@ Eraser, maybe you can just add the keys too, along with the cards and then, at least, the mod will have a Gothic and Tech selection for key types. Then people might not feel as if they need to have their own set of keys any more...
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 12:23 am
by obsidian
Oh, did I not mention that I was planning on working on a gothic set as well? Oh well, I see Hipshot is on it.
I think you need to embellish and update it to look a little more modern, but otherwise a good start. Be creative, inscribe some runes on the sides, add a skull, increase the polys a bit more. Something like this, only with more awesome:
It's also a good idea to make it visible in the dark, so play with some shaders for some cool effects. Maybe some hellish rune particles floating around.
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 5:56 am
by Hipshot
I was thinking that the first key in the set could be a bit simpler, then gradually increase the level of details. The rust one was made directly from looking at Quake 1, so I guess it's more or less the same. Runes and letters should of course be added and the edges could be more defined.
I don't know about making them look "visible" in the dark. As I see it, if you place them in a dark spot, you want them more hidden. If you want them visible then you might wanna place them where they are easier to see, from lights around it.
Otherwise I have several ideas around that subject. But, I'm gonna start with making the base mesh for all four keys.
Another thing, something I hate is inconsistency when it comes down to graphics in games and/or mods, It might be better if you make the keys, so you can make them in pair with your cards, but Gothic and all that comes around that.
But first I'm gonna see what I can do, I'm really only a "junior grade" modeler, so it takes time and UV mapping is the worst, but I'll see what I can come up with from my drawings. I'll give it a week, then I'll give up and pass the torch =)
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 6:51 am
by Eraser
I think it looks neat. Could use a bit more detail perhaps but I like it.
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 12:54 pm
by Eraser
obsidian wrote:Eraser: is it possible to patch your mod so that it has a higher entity limit. I can see the default entity limit getting really restrictive if people are going to be tossing entities all over the place in this mod. Sock kept hitting that limit for MotEoF and had to strip stuff out or think of creative ways to save entities.
I'm afraid that's not going to be an easy thing to do, if not impossible.
I expect that the engine itself (the code that ends up in the executable file) deals with the same limits, so changed them in the mod code will only break things. But I expect ^misantropia^ has more experience here and can give a more definite answer.
I don't know if ioQuake has upped these limits, but if that's the case, then it might not even be a bad idea to make the mod ioQuake only. Since you need the mod anyway, forcing people to use a separate executable is only a small next step, but it does open up a wealth of new possibilities I guess.
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 1:24 pm
by ^misantropia^
Eraser wrote:I expect that the engine itself (the code that ends up in the executable file) deals with the same limits
That's correct. ioquake3 has the same limitations as stock Q3 so you'd have to ship a patched binary.
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 2:25 pm
by Eraser
Yeah that's what I thought.
Just a small note to anyone that makes assets for the mod: if you wish, you can include a readme of some sorts with your assets. I'm including all that kind of stuff in a "docs" folder that will be distributed with the mod. It is perhaps a good idea to include some sort of licensing info. Obsidian's models came with a readme that references
this license.
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 3:46 pm
by obsidian
Eraser wrote:32x32 pixel 2D icons
That's awfully small for any real detail, but I gave it a go. I suppose this is for HUD? They are flat shade textures with alpha, so you'll need a shader with blendFunc blend. If you want an additive effect, you'll have to modify in Photoshop:
- Copy the alpha channel and paste in a new layer.
- Create a new layer above the one one you just created in (1) and fill with the flat shade of colour.
- Change blend mode of layer in (2) to multiply.
http://robotrenegade.com/models/downloa ... -icons.zip
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 6:28 pm
by Eraser
Those are perfect as they are. No need for custom shaders. Q3 handles that stuff for the HUD itself.
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 10:45 pm
by Hipshot
Silver and Rust.
I'm gonna stop cluttering this thread now, until I'm done with all of them.
Re: Here's a wild idea: EntityPlus
Posted: Mon Apr 18, 2011 11:57 pm
by obsidian
What are you using to model those?
Re: Here's a wild idea: EntityPlus
Posted: Tue Apr 19, 2011 1:03 am
by spookmineer
It's amazing how much things have progressed since the first post!
How fast can a few people put things into motion. I really am amazed.
Why did it take so much time a few years ago with some people committed to make "this amazing mod" (happened a few times I think)...
They did have the source back then, is it because it's open source right now, and people can simply contribute and improve/implement little pieces of/to it?
They used to have "project leaders" I think, and tasks would dribble down from the top.
I'd like to know how the main contributors look at this...
No real ideas from me, but 2 things I think are important:
All the func_ entities are CPU intensive (IIRC), stacking them on top of eachother can have a major impact on fps. Is someone keeping an eye on this (mod wise), or is it up to the mapper to keep things real?
With all the rapid development, is there a timeline where the first "beta" will be released (or rather 1.0)? I think a lot of mappers are holding out because every week there are new cool features to be had, and mappers are keen on those features

Re: Here's a wild idea: EntityPlus
Posted: Tue Apr 19, 2011 1:26 am
by fKd
indeed, waiting for a bit more progress before committing to a sp campaign.
might start planning all the same.
Re: Here's a wild idea: EntityPlus
Posted: Tue Apr 19, 2011 6:17 am
by Hipshot
@ Obsidian, Max 2009.
Re: Here's a wild idea: EntityPlus
Posted: Tue Apr 19, 2011 6:36 am
by Eraser
spookmineer wrote:It's amazing how much things have progressed since the first post!
How fast can a few people put things into motion. I really am amazed.
Why did it take so much time a few years ago with some people committed to make "this amazing mod" (happened a few times I think)...
They did have the source back then, is it because it's open source right now, and people can simply contribute and improve/implement little pieces of/to it?
They used to have "project leaders" I think, and tasks would dribble down from the top.
I'd like to know how the main contributors look at this...
I really don't know. I have no idea how these sorts of things used to be picked up, but I'm trying to make sure to keep this as open as possible. If anyone has a great idea, asset or piece of code to contribute I'll try to make sure it goes in. I think that with Q3's current state of life, it actually helps that people don't have to commit themselves to something. You know, if you sign up as "the" modeler for this mod, everyone expects you to produce a gazillion models for the mod. But if you're allowed to go "hey, here's some cool models" then people are probably more inclined to just go ahead and create a little something.
spookmineer wrote:
No real ideas from me, but 2 things I think are important:
All the func_ entities are CPU intensive (IIRC), stacking them on top of eachother can have a major impact on fps. Is someone keeping an eye on this (mod wise), or is it up to the mapper to keep things real?
I dunno, is it really a problem with todays powerful PC's? It's all up to the mapper to make sure things run smoothly. Always has been this way. Q3 doesn't warn you if your tris is too high either, does it?
spookmineer wrote:
With all the rapid development, is there a timeline where the first "beta" will be released (or rather 1.0)? I think a lot of mappers are holding out because every week there are new cool features to be had, and mappers are keen on those features

Not really no, not yet. I've been going at this pretty casually, doing stuff whenever I feel like it. I guess that won't change. Right now I've got some ideas for increasing the flexibility of spawning bots into the game, making it easier to create a more SP-like game (I hope). I've also had some suggestions from TiggerOn in regards to respawning after death which seem interesting to explore.
Once that stuff is in I should take a look at what needs to be done before it can be called a 1.0 beta version or something. The problem is that to determine how far it needs to go, some people need to actually work with it and tell me what's missing. What I'm thinking of right now is that I'll maybe do one or two more alpha releases and then freeze the feature set and only work on fixing bugs and streamlining things. Then any feedback from mappers can be applied on the beta.
Re: Here's a wild idea: EntityPlus
Posted: Tue Apr 19, 2011 9:18 am
by o'dium
I may want in on this. If you need any misc models doing, give me a shout, would be up for a few small things for a larf.
Re: Here's a wild idea: EntityPlus
Posted: Tue Apr 19, 2011 1:27 pm
by nitin77
for enemies, surely some of the cool models that used to be up on Polycount (I'm looking at the q4gladiator, Magdalena and others by the Brothers Grimm) can be used as enemies with tweaked bot ai?
If this gets up, could open a lot of possibilities.
Re: Here's a wild idea: EntityPlus
Posted: Tue Apr 19, 2011 2:42 pm
by PhoenixFilms
EDIT: Apparently this was posted earlier... maybe worth a second look though might be some new stuff.
You should check out this thread for new entities being added to the next release of Defrag:
http://www.q3df.org/board/viewtopic.php ... 27&start=0
It's quite long now but there's plenty of ideas there that I think would be suitable for your mod. There's a few videos posted as well showing off how some of them work but you'll have to sort through it to find them. Berserker might be willing to share some of the entity code if you ask nicely. No promises though
Also a long-term dream of mine has been to recreate the entire world from Zelda 64: Ocarina of Time for the Quake 3 engine. So my suggestion is to make all of the mapping elements within that game possible

Re: Here's a wild idea: EntityPlus
Posted: Wed Apr 20, 2011 9:46 am
by Eraser
Here's a sneak peek list of the features that will be there in the upcoming 0.4 release of the mod:
- It's possible to create ladders
- target_debrisemitter emitter spits out DaEngineer's debris models
- Holdable keys. The player can pick up all four keys and the HUD will display which keys you are holding.
- The target_botspawn entity just got a whole lot cooler. The bot is now actually spawned at the location of the botspawn itself. You can also specify the amount of health the bot will have. This can be 1 health but can also be 10000 health. It's also possible to define which weapons the bot will spawn with. So this will allow you to spawn a bunch of weak (20 health) visors in there with shotguns or spawn in a really strong Tank Jr with a BFG. Also, bots can't pick up any items or damage each other when in single player mode.
- The target_logic entity can now be targeted by up to 10 entities. So you can create situations where a bunch of buttons have to be pressed to open a door. Or, for example, have the player find four keycards which need to be inserted into computers or something and when all four are inserted, a door will open.
There's a lot more, including some fixes (joining the spectators in 0.3 causes the game to crash for instance) but these are some of the most important changes. I'm expecting to release 0.4 somewhere around the weekend.