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  • Dutch
    replied
    Thanks! Work's been a little slow on it lately but it's gettin there.

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  • gyg0000
    replied
    Really nice

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  • talisa
    replied
    @bloodshot

    blood that drips down walls is def possible, seven has implented this into the SMC already

    footprints should also be totally possible. seven has implented that the player starts dripping blood-drops when hurt severely, i assume that same code could be used to make a bloody foot-print particle be dropped on the floor? or that a flat single-face model would get dropped onto the floor which has a footprint texture on it

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  • Bloodshot
    replied
    Good that you're also gonna do a faithful version as a side project too, I see a lot of people who prefer the original Q1 graphics when they go back to play it (I personally like both) but I like the sound of the Quake 3-quality middleground (kinda like generations arena).

    Either way, I think your gore effects alone are gonna get a lot of people to reinstall Quake once this thing is out


    I don't know if its possible, but duke3d-esque blood effects like bloodpools + footprints and blood that slides down walls would be great too.

    Leave a comment:


  • Nickelbawker
    replied
    Originally posted by Dutch View Post
    @Nickelbawker:

    I've really been struggling in deciding what route I should take in regards to graphical appearance, because there are advanced things I want to do, but I love 'classic' Quake as well (which is much less time intensive as well). Right off the bat I'll tell you nothing will look as crisp and clean as Crysis, I don't have the time for that (acquiring skill = time, so really I should say I don't have the skill for that lol).

    This is how it's gone so far:

    1) Keep it all faithful.
    2) Go high-res/high-poly/high-tech.
    3) Make a faithful version and follow up with a high-tech version.
    4) Make a Q3-comparable graphical version and forget the faithful version.

    Number 4 is where I'm at now. I'm going to try my best to stay on the fine line between faithful and super fancy. Right in the middle. Modeling that shambler (still not done) has convinced me this is the right choice, because of all the great ideas people have recommended on how to make it more 'spooky' so to speak, so it will be in MD3 format with special texture effects and a higher poly count (but nothing ridiculously high).

    What that means: all models have to be dressed up again (not a problem, after repeating this process a dozen times I'm getting fairly quick at it), and it will have to be based on an advanced engine (I want to incorporate better sprites for muzzleflashes, colored lighting, better models, custom crosshairs, hmap2 compiled outdoor maps with terrain, CSQC, and especially particle effects). I want to get some creature design going before returning to the weapons, because that's getting pretty stale (been dicking with weapons for a long time, I need to focus on other areas of the project for a while).

    However, I still really want to make a clean faithful mod, so that's in the works as a side project. I'll release details on that at a later stage.

    Thanks for your interest man, this has been a difficult journey in directing this project the way I want it to go, I hope to finalize some of the details and hit the ground running now.
    If you're going to to HD hi res stuff just lay grunge or grain layers in and adjust the alpha to your liking in Gimp's layers. You can generate a lot of cool detail and save time. I use some pretty random textures on stuff I do then bake out normals with gimp or just adjust them in unity which you can't really do since you cant export them. So id use the nvidia gimp normals for that. Blender's node editor thing is too daunting for me I might learn it someday doesn't seem very polygon friendly though. Looks like it's mostly for renders.

    I have a pretty sweet tutorial i fixed up for baking normals in gimp. for the layer thing just find some cg textures that are really grungy or make some and rearrange them or use different pieces of it.


    However if your game is going to be as moddable as dark places I see no reason for you to need to release hi res content.
    Last edited by Nickelbawker; 08-04-2014, 01:51 AM.

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  • Dutch
    replied
    @Nickelbawker:

    I've really been struggling in deciding what route I should take in regards to graphical appearance, because there are advanced things I want to do, but I love 'classic' Quake as well (which is much less time intensive as well). Right off the bat I'll tell you nothing will look as crisp and clean as Crysis, I don't have the time for that (acquiring skill = time, so really I should say I don't have the skill for that lol).

    This is how it's gone so far:

    1) Keep it all faithful.
    2) Go high-res/high-poly/high-tech.
    3) Make a faithful version and follow up with a high-tech version.
    4) Make a Q3-comparable graphical version and forget the faithful version.

    Number 4 is where I'm at now. I'm going to try my best to stay on the fine line between faithful and super fancy. Right in the middle. Modeling that shambler (still not done) has convinced me this is the right choice, because of all the great ideas people have recommended on how to make it more 'spooky' so to speak, so it will be in MD3 format with special texture effects and a higher poly count (but nothing ridiculously high).

    What that means: all models have to be dressed up again (not a problem, after repeating this process a dozen times I'm getting fairly quick at it), and it will have to be based on an advanced engine (I want to incorporate better sprites for muzzleflashes, colored lighting, better models, custom crosshairs, hmap2 compiled outdoor maps with terrain, CSQC, and especially particle effects). I want to get some creature design going before returning to the weapons, because that's getting pretty stale (been dicking with weapons for a long time, I need to focus on other areas of the project for a while).

    However, I still really want to make a clean faithful mod, so that's in the works as a side project. I'll release details on that at a later stage.

    Thanks for your interest man, this has been a difficult journey in directing this project the way I want it to go, I hope to finalize some of the details and hit the ground running now.

    Leave a comment:


  • Nickelbawker
    replied
    nice, what happened to the HD clean guns though looks like you went fully weapons with my style of texture <3. Or are there going to be hi res and low res options?

    Leave a comment:


  • Mom
    replied
    Originally posted by Krymzon 45 View Post
    Damn why can't I have the body exploding gore like this in my Quake! This looks epic!



    For now this is about as bloody as a game I can make.
    ^^
    gj!!

    Leave a comment:


  • MadGypsy
    replied
    I wanted to have a black-colored rifle, which is difficult with the Quake palette since black is way too dark, but one shade up is too bright.
    Look at this scope. See how it is black, but it's not? This is probably the only way you will get away with making a black rifle...luma (or faking it in the texture)



    You should be able to simply set up some lights in blender on your already UV mapped weapon and then bake the light onto your texture, then save the texture and use something like texmex to import it into a wad which will automatically force the colors to the Quake palette. That's the gist of how I would do it, anyway. Even if the final result comes out a little nutty (colorwise) it would probably be easier to correct those spots than try to color in all of the light by hand.

    I can't believe that after 18 years there are still quake engines that rely on a palette. IMO that's the one thing that no Quake engine should support anymore. Aside from removing some 16 million colors from your personal options what purpose does it serve?
    Last edited by MadGypsy; 07-27-2014, 02:44 PM.

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  • Krymzon 45
    replied
    Badass Shotgun!

    That Shotgun looks insane Bloodshot. Looks New and oldschool. I love it even without the textures.

    Leave a comment:


  • Krymzon 45
    replied
    Rift quake!

    Damn why can't I have the body exploding gore like this in my Quake! This looks epic!



    For now this is about as bloody as a game I can make.

    Leave a comment:


  • Dutch
    replied
    @BloodShot:

    Dude that is fucking sweet!! Hell yeah you can contribute, I'd love to include that model. I'll PM you about it.

    Thanks everyone for the feedback! @gypsy: I went back and made the alterations you suggested, and once again you were right. Texturing the assault rifle was difficult because I wanted to have a black-colored rifle, which is difficult with the Quake palette since black is way too dark, but one shade up is too bright.

    Unless some skilled modelers/textures come along to help out, I'm stuck using old-school methods in the interest of actually finishing this project before I die of old age. I'm hoping once it's released, some of our skilled members on here will start adding eye-candy to the game through replacement content, but I leave that up to whoever wants to tackle it.
    Last edited by Dutch; 07-25-2014, 01:48 AM.

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  • gdiddy62
    replied
    Agree with Talisa, excellent looking work so far bloodshot!

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  • talisa
    replied
    thats one pretty awesome looking model bloodshot <3


    care to share it?
    would love to texture that model and animate it as replacement model for standard quake

    did you UV-map it already or not? if not thats ok, i can UV-map models myself.
    but if you did that would just save me some work, lol

    Leave a comment:


  • Bloodshot
    replied
    If you do decide to put the SSG in I could contribute my model if you'd like



    Leave a comment:

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