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Thanks a lot Seven and ooppee! You guys are the best, with your work Quake is becoming awesome!
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Slap this into your textures folder.
However the b_id1rocketbar.tga shouldn't be loaded at all due to the shader. Are you using these in a different engine? If so that would be the reason - it should be coming up with the spinning animation - I have the texture absent in mine and it works perfectly. The shader overwrites the texture with b_id1rocketbar_00,b_id1rocketbar_01,b_id1rocketbar _02 ect ectAttached Files
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These look great! The only problem Im having is with the rocket ammo. The animated sections are just a gray area in DP for me
maps/b_rock1.bsp: could not load texture "b_id1rocketbar.tga"
I get 2 of those on the console. The other one is identical to that except its "b_rock0.bsp" instead of "b_rock1"
I tried a clean install, unpacking the pk3. But the rockets are the only thing that wont work correctly
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Dear all,
I created a "classic" (not shader driven) version of this ammo pack by request.
This gives the possibility for people, using different engines then DarkPlaces, to use it as well.
Be aware, that the boxes will lose the animation visual completely !
Due to various ways/standards in placing the models/textures (which subfolders), you must check your engines readme to find out.
Or ask the dev directly...
...it is told, that they visit quakeone from time to time
Minimum engine requirement for the "classic" pack:
- handling .md3 models
- handling .tga textures
- OPTIONAL: handling these texture types: _glow, _gloss, _norm
Here you go: klick, alternative download
Again, for DarkPlaces users, it is highly recommended to use the shader-animated version.
Kind regards,
SevenLast edited by Seven; 10-02-2011, 07:00 AM.
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Could be a nice future project. Actually model in the depth and since it would be remodeled we could add in better animation to it.
Megahealth should fade in/out
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Hello,
Thank you all for your kind words and Feedback.
So it finally was worth the work and trouble
I will do the "classic" version for you. Please be patient a little.Originally posted by Lightning_Hunter View PostYes please! My computer has never worked well with Darkplaces (and I like Qrack better for other reasons anyway), so I would love a classic release.
I think that I have seen all existing High poly health boxes, but in my eyesOriginally posted by kingennio View Postgreat work Seven! I wonder if you could the same for the health boxes?
none of them can catch up with the wonderful QRP textures for the ID1 models.
To make them match my ammo b_boxes, I only added special normal textures
for the rough/worn look. That was all that has to be done. They are simply amazing.
The b_bh25 is already animated the "classic" way.
With the normals attached, they "look" like High Poly in my opinion.
EDITED: I added Ruohis High Poly big health box (b_bh100) and reuploaded the pack
If you are interested, I uploaded them for you: DOWNLOAD
Comparism screens:
b_bh10:
(without normal)
(with normal)
b_bh25:
(without normal)
(with normal)
b_bh100:

Kind Regards,
Seven
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Started off as one. However due to the way Ruohis made the model editing it resulted in a much higher polygon model because of the way he divided the polygons (open up the battery ammo in a md3 viewer and view the wireframe). So the plasma ammo is actually 100% custom but I kept the same texture.
Yeah our Plasma ammo we changed. The original didn't make sense. The bigger part of the box on the top? Realistically the ammo box would of fell over. So since the Plasma gun = The Shaft (you get the plamagun by picking up just the ammo) figured make it match the Battery ammo with a little remixing in the original design of the tubes on top.
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Well done ooppee and seven. You guys are blowing the quakeone community away with your updates recently. I guess Baker was right... This is the year of Quake. What a great way to start it out too!
This also happens to be Quake's 15 Year anniversary!
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I imagine you could do it in brushes as the same concept I did to do that part you can do in brushes. Just apply a different texture to the brush for the parts you want animated and use the same concept as the animation on the fading parts of the slipgates: the +0_slip, +1_slip, +2_slip ect. Just make the textures there appear to animate and then the bar won't actually have to animate itself as the texture will give that appearance. Don't recommend that on BIG parts though as it would be noticable, on the model we got away with it because it's small.
How I "fixed" the model was simply made those polygons in the spinning part use their own texture. If we didn't do that we would need to use the 512x512 texture + 512x512 glossmap + 512x512 normal map -> for EVERY frame of animation. Since I took it off and made it use a much smaller texture - only needs to load that much lower res texture and since the area was so small we didn't bother with a normal map (you wouldn't really see a difference anyways). The rocket ammo would of used over 11mb for that animation and now it's well under 2mb and is actually more detailed than the 11mb version (as the bar texture is higher res).
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Could this same technique be applied to brushes? Say if I wanted to make a map with walls like the animated spinning/fading part of your rocket model above?
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great work Seven! I wonder if you could the same for the health boxes?
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