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Go Back Home > Forums > Quake Mod Releases > Finished Works > Quake reforged - alternative and altered skins! Search Forums

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Unread 10-18-2011, 03:13 AM   #171 (permalink)
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Oh I be! webangel, you made the coolest thing since QRP pack was released! How can I do the same?

And as I can see, these reflections does not affect FPS much?
Unread 10-18-2011, 04:47 AM   #172 (permalink)
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Originally Posted by Seven View Post
Hello webangel,

Nice screenshots, that you posted.

You seemed to even improve it further,so that the reflective area is not on the complete texture, but only on some parts of it.
Is it correct, or did I just misinterpret your screens ?
Because that was exactly what osjclatchford complaint/suggested.
If yes, please share your new findings.

Thank you.
Seven
actually webangel is using a reflective shader with cubemaps (like my enforcer )
Unread 10-18-2011, 04:50 AM   #173 (permalink)
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Originally Posted by osjclatchford View Post
definately suggested not complaint epic work... and, although I hate to say it, we are a little off topic here, this lot should really be in sevens making darkplaces even more beautiful thread as opposed to this thread that is for altenative reforged skins... it being wasted in here! lol
WEBANGEL!!!!!!!!!! Please start a new thread with this stuff and write little tutorials. Currently i am making some complex (for me) csqc , and my screenshots are not nice
Unread 10-18-2011, 09:47 AM   #174 (permalink)
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Originally Posted by nahuel View Post
WEBANGEL!!!!!!!!!! Please start a new thread with this stuff and write little tutorials. Currently i am making some complex (for me) csqc , and my screenshots are not nice
Sorry for

Originally Posted by FC Zvyozdochka View Post
Oh I be! webangel, you made the coolest thing since QRP pack was released! How can I do the same?

And as I can see, these reflections does not affect FPS much?
I will upload it soon! (in a new thread)
Unread 10-19-2011, 12:57 AM   #175 (permalink)
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Its not that I really care about the topic, I'd just hate to see all this hard work of yours not getting the attention it deserves, as you say it desrves its own thread!
Unread 02-29-2012, 10:38 AM   #176 (permalink)
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Originally Posted by Seven View Post
Code:
ThrowGib: new.avelocity_x = random()*600; new.avelocity_y = random()*600; new.avelocity_z = random()*600; --> all 3 axis spin randomly ThrowHead: self.avelocity = crandom() * '0 600 0'; --> it only spins around the yaw !
What is the file need to be edited?

Thank
Unread 02-29-2012, 02:14 PM   #177 (permalink)
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player.qc
Unread 03-22-2012, 10:36 PM   #178 (permalink)
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Some crossover skins:

Splitterface requested I poke this here instead-

I've been combining gloss and norm maps from different packs, tweaking and using the detailed normal and gloss maps from the reforged and other packs, with some of the lower-resolution fragger skins, to get some cool skins. See the pics, download link below:
Download (50MB)


Fragger/ogro/reforged zombie:
================================





Fraggers/reforged/xolve multigrenade ogre (or just plain ogre if you rename):
================================================== ==========================

See here.



Fragger/reforged grunt:
==============================





Fragger/reforged classic grunt:
===============================
(Norm slightly off but close enough plus I'm lazy)





d1554573r/seanstar hellknight and knight:
================================================== =============================
(new lumas, seanstar norms, otherwise pretty similar)






Fragger/reforged classic knight:
=================================




Fragger/reforged gremlin:
================================================== ========
I quite like this combination - adds a lot of detail to the fragger without losing it's atmosphere

Also uses Deadtenor's luma.





Fragger/reforged tarbaby (always a bit more difficult to see cause they're never close):
================================================== ====================





These are the only ones I did more significant editing for:

Reforged/Xolve Travail-enforcers:
==================================

Currently adapting/packaging Travail for modern darkplaces builds, filling in some gaps and fixing some bugs with the help of the authors.
These are two enforcer skins I developed for the two extra enforcer types that're in travail-
they're modified versions of the quake reforged alt enforcer skin.

1st one:




Basically similar to the alt enforcer, but he's seen better days - he's a bit darker, rougher, less shiny, with some haze and a little bit of blood.


2nd one:




This time the enforcer is quite dark, and with reason - the travail expansion adds a bright particle-effect around him (not visible in picture).
Dark, and also halfway through to the dark side.

For these last two, since they are more directly QRP (rather than just luma maps), use for whatever, so long as you follow the QRP licensing (Quake Reforged - Faqs) and include the epsilon url for reference of origin. I've PM'ed fragger about the rest, but he hasn't been active since 2009, so..?
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Last edited by xolve; 03-29-2012 at 05:34 PM..
Unread 03-23-2012, 11:31 AM   #179 (permalink)
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Originally Posted by xolve View Post
it looks like this knight is wearing a daedric armor
Unread 03-29-2012, 05:43 PM   #180 (permalink)
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Ogro's skins luma'd/norm'd/bump'd/gloss'd

Originally Posted by duoranger View Post
it looks like this knight is wearing a daedric armor
Seanstar's hlknight (which the norm for this is from) is even moreso.


I took the liberty of running ogro's set through their paces using insanebump (Irrlicht Engine • View topic - Insane Bump: A free Alternative to Crazy Bump) and photoshop - to see how they'd look - they're quite low-resolution, but the bumping/norms/etc helps a bit:




They're a bit cut-and-paste, as I didn't have time to fine-tune the luma's, and went overboard on the gloss possibly, but they don't look very good without the high level of gloss.

If anyone's interested in downloading these, post here and I'll upload a link.
Cheers,
M
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