with authorization by ooppee, I've assembled a weapons pack for Rogue. It contains all skins and models released by ooppee (starting from ruohis' models/skins) with some tweaks of mine on gloss/glow/normal maps (updated to version January 15th).
I've also included the ammo boxes by webangel and me for the new weapons. All credits go to ooppee!
ooppee-rogue-weapons-pack
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Dissolution of Eternity (MP2) weapons + ammo pack
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Dissolution of Eternity (MP2) weapons + ammo pack
Last edited by kingennio; 01-17-2011, 01:18 AM.Tags: None
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Yes, I remember it very clearly...
It was a hectic time back in january 2011.
A lot of really nice things have been released.
This MP2 weapon pack has been released 1 day before OoPpEe released his.
Due to the fact, that kingennio (who still visits this forum quite often), used OoPpEes prelease contents as his base, this pack became somehow "overriden" by OoPpEe´s final weapons pack release.
If you read the start page of this thread you will see the whole story.
The ammo pack has a quite similar story.
We worked several month on a ID1 + MP2 ammo pack, which comes in to flavors:
- with shaders (for DP only)
- without shader (for all engines, that support .md3 models)
You can find both versions here.
Many influences has found its way into that pack.
I wish kingennio would be more active now.
He brought some amazing stuff to this forum !
Things that will never be forgotten by many of the Quakeone members.
Regards,
Seven
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Link is down. Could you reup the ammo-pack pls!?Originally posted by kingennio View Postwith authorization by ooppee, I've assembled a weapons pack for Rogue. It contains all skins and models released by ooppee (starting from ruohis' models/skins) with some tweaks of mine on gloss/glow/normal maps (updated to version January 15th).
I've also included the ammo boxes by webangel and me for the new weapons. All credits go to ooppee!
ooppee-rogue-weapons-pack
Thanks
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That is what I explained in above post OoPpEe: smart modeling
You will have the visual from above gif, but it does not negatively affect your game performance.
Nobody can do smart modeling better than you.
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Check your PM
from over 11mb for that above animation to 1.35mb
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Yes, OoPpEe´s smart modeling makes it possible, that you will NOT notice any difference
- performance-wise
- map-loading-time-wise
It separates the main texture completely from the animation texture.
Thats the secret to be able to do wonderful shader animations without resources issues.
So there is NO handicap for people with "old computer systems" in using shader-driven models.
Unfortunately, its only usable with DarkPlaces at the moment.
To give you a sample, what you can expect:

Kind Regards,
Seven
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Not much of a issue anymoreOriginally posted by kingennio View PostI support your pack Seven! I think it's a better option for DarkPlaces since it makes use of shaders. But I also think that this simpler version with no shaders is good for other engines and for those (like myself) who have performance concerns and are content with static glow maps. Pulsating glow effect is really great but increases size (due to the added textures) and takes a bit of processing. I think it's great to have both options.
Seven's been working on doing the animations - I've been optimizing the model so the need for more texture space isn't needed. If you take a look at my g_laserg.mdl from the SoA pack with it using shaders - will notice that it's only a extra 679kb that's using 256x256 textures - the glows on the boxes are even smaller textures. We "cheat" by making a "null" texture which is 100% invisible and 8x8 and make a _glow texture that goes along with it which is full resolution. Requires adding a couple polygons to the model to apply that texture to.
For example right now we have a animated multi-rocket ammo. It's currently 11mb of textures - by me doing the trick above - can drop it to 2mb or less.Last edited by LambentHammerBurst; 01-17-2011, 06:04 PM.
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Yeah in my pack I left out the g_weapons as they are non-existing in the Mission Pack. I included then in my previous releases for the simple use of supporting modders (if they want to use them in a mod - they got a g_ and v_ model ready for them). I kept it out of my release as a pack to keep the file size down for content people wouldn't generally use (except modders).
I am going to release a "Modders Pack" though in the same release thread that contains the g_models and all the other content in a simple zip file instead of PK3
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i dream that we will finally have an installer with many choices.
For this reason, i hope that Seven will release an alternative version =)
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I support your pack Seven! I think it's a better option for DarkPlaces since it makes use of shaders. But I also think that this simpler version with no shaders is good for other engines and for those (like myself) who have performance concerns and are content with static glow maps. Pulsating glow effect is really great but increases size (due to the added textures) and takes a bit of processing. I think it's great to have both options.Originally posted by Seven View PostI knew that posting the same content twice in one day will bring up questions...
It will even get worse, when I release the complete Quake ammo pack with shaders.
I even think about not releasing it, due to this reason.
Release someones work is great, but confusing the users should be avoided.
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I knew that posting the same content twice in one day will bring up questions...
It will even get worse, when I release the complete Quake ammo pack with shaders.
I even think about not releasing it, due to this reason.
Release someones work is great, but confusing the users should be avoided.
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Edited normals and gloss maps + inclusion of Ammo boxes (I was going to included but Seven isn't done the pack)
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