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

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Unread 01-24-2011, 10:07 AM   #1 (permalink)
Chthon
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Shader-Animated b_boxes

Dear all,

inspired by Reforged Team´s shader-animated Shub-Niggurath´s heartbeat, I wanted to add shader animation to other models/textures as well.

Loving most of Ruohis´s work, it was clear for me to start with b_boxes.
Simply because it makes Quake a little more "real" and "living".

Being a great QRP fan, I chose Ruohis´s faithful b_box ammo set and made it very QRP-like,
but with High Poly models and a little more rough/worn look.

Just when I finished 12 of 14 boxes, OoPpEe brought the idea of "smart modeling" to live.
A huge advantage in lowering computer resources due to less texture load/usage/handling.
We put our heads together and decided to modify 7 of 14 boxes.
That was necessary to keep the wonderful visuals, but gain the low performance impact.
An ideal combination that gives everybody the possibility to use this pack (independent of hardware).

But let´s end the writing and look at pictures (they say more than a thousand words).


We are proud to present the result:
(Please excuse the low quality of the GIF files.
Some of them contain over 25 screenshots !)


1.) ID1 boxes:

Battery ammo:


Nail ammo:


Rocket ammo:


Shell ammo:



2.) Mission Pack 2 - DoE boxes:

Lava nail ammo:


Plasma ammo:


Multi-Rocket ammo:



3.) Exploding boxes (they are not included in this pack ! Download them here):

Exploding boxes ('gif' from small box is missing):



4.) Health boxes (they are not included in this pack ! Download them here):

Health boxes:



Installation:
Today only DarkPlaces supports shaders to use this pack.
Drop the ID1 .pk3 into your ID1 folder
Drop the Rogue .pk3 into your ROGUE folder
If you cannot see any difference in-game, make sure that you don't use/have any other external b_boxes.

I released a "classic" version without shaders (to be able to use this pack with other engines): here


Credit goes to:
- Ruohis for his wonderful models
- OoPpEe for his innovative smart modeling and tireless support
- Plague for his Rocket (used inside Multi-Rocket ammo boxes)
- kingennio for his primary idea of Lava nail box texture
- QRP for their all-time inspiration
- Quakeone.com for giving us Quake-addicts the possibility to share our thoughts, ideas and work
- MakeGif 2.0 for the best GIF-creation program on both sides of the Mississippi


I would be happy if you give some Feedback. Thank you.

DOWNLOAD, alternative DOWNLOAD

Kind Regards,
Seven

Last edited by Seven; 09-03-2016 at 03:46 AM.. Reason: added "classic" version link + RE-UPLOADED screenshots and files
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Unread 01-24-2011, 11:14 AM   #2 (permalink)
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a reminder, I don't know if you guys recall but I recall the NIN logo being a small-subject of discussion in how it constricted the quakeone community's ability to release a "free" version of Quake,due to Trent Reznor would release hell hounds and demons to come kill us for using the logo,or something like that.



it just popped into my head,thought I would bring it up just incase it matters or could matter,at a later time.
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Unread 01-24-2011, 11:30 AM   #3 (permalink)
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I just came a little over the shaders!

Trent would probably fvck us like an animal for using his logo btw. Just a guess.
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Unread 01-24-2011, 11:34 AM   #4 (permalink)
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Seems to be a issue concerning that. However hasn't been a issue as of yet as 4yrs ago I had high res textures of the ammo boxes (QRP's 2005 release is what I used) and no issues have come yet. And these use Ruohis' NiN boxes (which are contained in Rygels pack)
However like you said - if it does come down to it. We will have to make another version - which is pretty easy to do. A simple replacing the NiN with a icon of a Nail - like I quickly did showing in attached image
Or a simple edit that would keep the ammo partially true to the original design - replace the NIN text with NAIL in the same font. Would obviously differ but still keep it recognizable. Does making it NIN (not reversing the last N) "break" the copyright?
Attached Images
File Type: jpg nail.jpg (1.3 KB, 60 views)
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Unread 01-24-2011, 02:56 PM   #5 (permalink)
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Originally Posted by Seven View Post
I plan to release a "classic" version without shaders (if there is a request/demand).
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.
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Unread 01-24-2011, 04:47 PM   #6 (permalink)
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My thoughts,was if all this effort is to be enjoyed by the masses , it wouldn't be a bad idea to have 100% compliant with all those weird laws surrounding getting a "BADASS" "FREEQUAKE" set upon the masses. The Nine Inch Nails is just one peice to the puzzle of what is a "what if possibility" , I just wanted to bring that tid bit about nail boxes back into everyones mind fresh,cause I saw that damned NIN logo ago hah,and the more people accessing quake,the better.
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Unread 01-24-2011, 08:39 PM   #7 (permalink)
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Damn! I don't got the words. Not a common occurrence! For real!
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Unread 01-25-2011, 05:21 AM   #8 (permalink)
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great work Seven! I wonder if you could the same for the health boxes?
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Unread 01-25-2011, 10:41 AM   #9 (permalink)
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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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Unread 01-25-2011, 11:44 AM   #10 (permalink)
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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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