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Go Back Home > Forums > Quake Mod Releases > Finished Works > Shader-Animated b_boxes Search Forums

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Unread 01-25-2011, 02:23 PM   #11 (permalink)
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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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Unread 01-25-2011, 10:53 PM   #12 (permalink)
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hello

i really like the boxes Seven...worth the wait for sure

nice plasma ammo ooppee.

Last edited by seanstar; 01-27-2011 at 03:55 PM..
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Unread 01-25-2011, 11:04 PM   #13 (permalink)
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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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Unread 01-26-2011, 10:15 AM   #14 (permalink)
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Hello,

Thank you all for your kind words and Feedback.
So it finally was worth the work and trouble


Originally Posted by Lightning_Hunter View Post
Yes 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 will do the "classic" version for you. Please be patient a little.


Originally Posted by kingennio View Post
great work Seven! I wonder if you could the same for the health boxes?
I think that I have seen all existing High poly health boxes, but in my eyes
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

Last edited by Seven; 04-25-2014 at 02:08 PM.. Reason: reuploaded + extended content with bh100
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Unread 01-26-2011, 10:25 AM   #15 (permalink)
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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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Unread 01-26-2011, 11:50 AM   #16 (permalink)
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dawn sexy
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Unread 01-26-2011, 02:35 PM   #17 (permalink)
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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,
Seven

Last edited by Seven; 10-02-2011 at 07:00 AM..
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Unread 01-26-2011, 03:01 PM   #18 (permalink)
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Awesome, thanks Seven!
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Unread 01-26-2011, 05:22 PM   #19 (permalink)
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You guys are great ! I LOVE this place !!
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Unread 01-27-2011, 12:37 AM   #20 (permalink)
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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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