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arctic furry skin for obi-wan fiend (drake)

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  • Frost R17
    replied
    Does it work for darkplaces? If so, where do I install it?

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  • JDSTONE
    replied
    STILL WORKING ON THAT lol right now im working on the door 2 trying to get it to split open and show up right. im almost there... back to youtube...taslia are you setting up in dp with the q3 map stile? Q3bsp for Quake tutorial | spawnhost \

    SON OF A B... i go to get the link for you and i see GB JUST PUT SOME INFO UP!

    Radiant: Doors, Triggers and co. | spawnhost

    WELL BACK TO GB'S BLOG THEN!

    Thanks

    Leave a comment:


  • MadGypsy
    replied
    you've asked me some good how to questions. like:

    how to convert qc into radiant .ent definitions

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  • JDSTONE
    replied
    talisa check out you tube for for the how toos on radent... theres a lot of good stuff on there so much so that i bet MG and GB think i died cose i havent asked them a stupid how to question in a few days

    Leave a comment:


  • talisa
    replied
    @hg
    sure, that would be awesome hg if you could help by making either bump or normals for this skin
    if it helps with making a normal, this is the fur texture i used to make this arctic fiend texture:
    http://www.imgbox.de/users/public/images/jpCvKdCU7y.jpg


    @gb
    thanx for the explanation about how to make doors

    Leave a comment:


  • golden_boy
    replied
    It's true, the only way you can make fur in vanilla Quake is to paint it, pretty much.

    There are ways to make real hair in Blender etc. but that wouldn't fly in Quake.

    Nice to see you try Quake mapping. Making things like doors is actually really easy; you make a brush that is your door (or two brushes for two-piece doors, you can use as many brushes for a door as you want). Each moving part needs to be made from seperate brushes.

    Then select the brushes that make up your door (or one half of it), and right click in the 2D viewport for the popup menu. In that menu, choose "func_door".

    This will turn a brush, or several brushes, into an entity, a func_door in this case. You can then press N for the entity window where you can set spawnflags (like, if it is a key door etc) and set the door's angle, speed etc.

    To make a trigger, again create a brush, give it the trigger texture (this makes it invisible in game) and while it is selected, choose "trigger_once" from the popup menu.

    To make the trigger open the door (or anything else), give the door a "targetname" key and the trigger a "target" key with the same value. Like, give the door "targetname" "door1" and the trigger "target" "door1".

    You can use trigger_relay and trigger_counter for more tricksy trigger setups. Trigger_relay is a point entity (same as for example a light), meaning you do not need to make a brush for it first.

    You do need to make doors, plats, trains and buttons out of brushes, though. Trigger_once and trigger_multiple as well.

    Leave a comment:


  • hgdagon
    replied
    @talisa
    I'm making a mappack right now and it has a lot of textureless models, so I will be doing textures in the not-so-near future (after I'm done with the storyline and the gameplay...). Maybe I could help you then with the normals, but I think by that time this will have already gotten a normal of it's own. And yes, I agree this model IS made to look muscular, but who knows, maybe he can get a descent furry look...

    Leave a comment:


  • IronWarfare
    replied
    Originally posted by talisa View Post
    are you talking about the grey version of the same furry skin?
    if you are talking about that one, in the pk3 ive included that skin too
    check inside the pk3, there is also a set of textures which is called 'Gdemon', thats the grey furry fiend

    also, just dropping the pk3 into the nsoe map should work, cuz it uses the same skin-number for the grey fiend as unforgiven does. and ive made skin-files so that skin2 is grey furry fiend in the pk3
    i havent included black scaley fiend though since i havent made that skin yet, so that one will instead show up with the standard skin

    if you are talking about the black-scales fiend... i will most def be making that one too, should be easy when using the same filters i used to make the sha'vile
    Black scales fiend? Yeah. I hope to see even the acolytes and special knights

    Leave a comment:


  • MadGypsy
    replied
    I can't really point you to an entities tutorial for radiant, cause that's not how I figured it out. I already knew how to use Worldcraft and add/link entities within it, due to the worldcraft tutorials. When I switched to Radiant it was primarily the exact same thing, just where you input the info is a bit different and how you change a brush to an entity as well.

    here is the Worldcraft tutorial You would want to read the basic and complex entities sections. Then instead of whatever it tells you to do in the worldcraft interface, do it in the radiant entity inspector instead. If you want to turn a brush into an entity (door, plat, etc), just select it (shift + click) and then right click to choose the entity you want to turn it into.

    if worldcraft is telling you to fill in a field that doesn't exist in radiant (like maybe targetname) just use the key:/value: fields to invent it and press enter.

    Leave a comment:


  • talisa
    replied
    well its really hard to get fur to look good in a game HG. ive even used an actual texture of fur to create this furry fiend.
    its extremely hard to get fur to look convincing in a game, especially without the use of normals, being able to use those would help greatly. otherwise itll just look kinda flat no matter what you do. if i could make normals it would look way better.

    also the shape of the body isnt made for fur, its made to look muscular.

    i am sadly no pro texturer myself by any means.
    like with those multiskin packs i didnt make any of those skins, at all.
    im just someone who knows a little bit about some texture effects.
    also i mostly just use textures i find through google for my stuff, i dun make any of them from scratch or such.
    Last edited by talisa; 04-23-2013, 03:47 PM.

    Leave a comment:


  • hgdagon
    replied
    @talisa
    I don't even know what to say as not to sound downright mean or any thing of that kind, but I just don't like this texture...
    It's called "furry skin" but I just don't feel like it's fur...
    Sorry talisa, I do use a bunch of your projects, and maybe that's why I think you can do better than this...

    Leave a comment:


  • talisa
    replied
    are you talking about the grey version of the same furry skin?
    if you are talking about that one, in the pk3 ive included that skin too
    check inside the pk3, there is also a set of textures which is called 'Gdemon', thats the grey furry fiend

    also, just dropping the pk3 into the nsoe map should work, cuz it uses the same skin-number for the grey fiend as unforgiven does. and ive made skin-files so that skin2 is grey furry fiend in the pk3
    i havent included black scaley fiend though since i havent made that skin yet, so that one will instead show up with the standard skin

    if you are talking about the black-scales fiend... i will most def be making that one too, should be easy when using the same filters i used to make the sha'vile
    Last edited by talisa; 04-23-2013, 01:30 PM.

    Leave a comment:


  • IronWarfare
    replied
    Will you make also the grey fiend from Soe?

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  • talisa
    replied
    lol yes i have installed gtkradiant a few days ago and played around with it a little bit, seems really easy. just like building maps in the build-engine but only with a 3d dimension added

    played around with it a bit, made a big island surrounded by lava with a big tower in the center which has some small steps leading to a door on one side to enter it. played unforgiven to much i guess, that map-set has one map in it too which has a huge tower on one of the islands, and the islands are surrounded by lava too


    got a whole bunch of ideas for it, like mebbe adding a throne room on first floor, and add 2 1/4 stairs along the walls around up to second floor. and mebbe perhaps adding like a soldiers barrack below the tower, from which the door seems to be stuck at first, but afterwards it opens. like you get message something like 'you hear something below on the floor below, like mumbling and footsteps' and when you go back downstairs the door is open and a bunch of knights seem to just come walking out of the door

    you dun happen to know where theres tutorials for radiant about such stuff right? i found GBs tutorials which really helped me to understand the basics, but i need to know how to make doors and such, and how to make stuff like that door that i want to be stuck at first but which opens later after the player has done a certain something in the tower. and stuff like enemies which teleport in and triggers for events and stuff like that
    Last edited by talisa; 04-23-2013, 12:57 PM.

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  • MadGypsy
    replied
    Of course you will. All you have to do is keep doing. You can bring it to whatever level you want. I literally stopped. I got to a point and said "ya know, I know waaaay more than enough to keep me busy for a very long time. I'm good, no more Quakeducation." So, I guess my only advice would be to do exactly what you are doing...one thing at a time. Otherwise you may end up with my eventual mindset "There is simply no possible way to ever finish all of this."

    EDIT: You mention loving maps frequently. You should try your hand at radiant. If you can do all of this, I'm sure you can draw oblong cubes and connect them to form rooms and passageways. What's the old Quake map joke? Something like: "I like that prefab, it only has one more brush than the last map I made."

    My point being that it's primarilyy just a bunch of cubes, the details are in the texture...which is what you are doing right now.
    Last edited by MadGypsy; 04-23-2013, 12:12 PM.

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