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Abyss of Pandemonium: new, improved and reforged!
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Abyss of Pandemonium: new, improved and reforged!
Last edited by Blood Vengeance; 09-30-2019, 10:52 AM. Reason: Fuck LordValsary and his shitty CUMpilationMake Quake Great AgainTags: None
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my projects so far:
Travail retextured ___/___ Knave HD textures
Tronyn in high definiton ___/___Abyss of Pandemonium HD textures
Nehahra rtlights and other experiments
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Originally posted by jakub1 View PostMake Quake Great Again
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Jakub, you are our lord and savior! I can work on particle effects for the napalm gun-based things if you add those to the qc too. Is this added to the bugfix QC Seven made for AoP?
And Blood, I now understand why the shader was included. I didn't get it when I downloaded the pack you sent me. But nonetheless, I do have very good news for you! I think I can make an optimized version of your NEW RTlights which include the triggered lights you missed!!! I'm also glad you decided to make a hub for AoP content. Great to get people started! Make sure you link people to the vised maps so they can have transparent water.
I can also create a much nicer version of the texture pack (which looks just about identical to it) you sent me with QRP style gloss and normal maps!
Also some feedback for them:
Looks great, especially in the base levels!!!!
But in the demon levels, some things to think about:
In AoP1m5, I really enjoyed the 1.0 version of the giant room with the spike trap and collapsing floor. The purple windows were much more pronounced, and it broke up the redness of the level (which, don't get me wrong, looks AMAZING, especially near the start of the map). I shall update this myself with the inclusion of triggered lights.
Also, in the giant runic monestary with the 3 Jesus faces, I feel as though the torch light should be expanded, and the white light should be used less somehow. I don't know how yet, but I must look into it. Also past the bars in that room there is a cross on the wall which is a button to a secret. I think the lighting could be used to denote that, since there is nothing special about the texture for it.
Your work of the gold and silver key rooms is quite excellent!!!
The Blud battle room should have all of its torches converted to orange and have style 1. You did a great job on the door to his chamber though.
The cave with the zombies in AoP1M4 is too dark. Expand the light radius of the torches.
The gold key cave is too bright, and so is the valley with the shambler. There is also a profusion of too much white sky lights and just white lights in general.
Heresey should have more yellow and orange lighting in the starting room, and less white lights. That's all I have lol.
To expand upon your wanted list, add these to-do's:
QC (stuff I can't do)
1. A model for napalm gun that isn't G_Rock.mdl
2. QC taken from the SMC to replace AoP rain and snow
3. Particle flames to replace all shitty flame models everywhere in AoP
Models (stuff I might be able to do)
1. Preferably, we should prioritize weapon and projectile models.
2. Make a less glitchy and better animated blud model (definitely can't do that one)
Sounds (stuff I already did)
1. I must release the sound pack I made!!!!
Textures (stuff I can easily help you with)
1. Finish the texture pack with gloss/luma/norms.
Is the shader 100% complete by any chance?
RTLights (stuff I'll work on later)
1. Fix triggered lights and tweak a few things I mentioned.
Skins (I'm on it)
1. Juggernauts (#1 priority when I have more time)
2. Grenling
3. Dark knights
4. Legond (not sure If a will be able to do this one, but with some effort, I might be able to push through)
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Originally posted by Pringles Man View PostJakub, you are our lord and savior! I can work on particle effects for the napalm gun-based things if you add those to the qc too. Is this added to the bugfix QC Seven made for AoP?
And Blood, I now understand why the shader was included. I didn't get it when I downloaded the pack you sent me. But nonetheless, I do have very good news for you! I think I can make an optimized version of your NEW RTlights which include the triggered lights you missed!!! I'm also glad you decided to make a hub for AoP content. Great to get people started! Make sure you link people to the vised maps so they can have transparent water.
I can also create a much nicer version of the texture pack (which looks just about identical to it) you sent me with QRP style gloss and normal maps!
Also some feedback for them:
Looks great, especially in the base levels!!!!
But in the demon levels, some things to think about:
In AoP1m5, I really enjoyed the 1.0 version of the giant room with the spike trap and collapsing floor. The purple windows were much more pronounced, and it broke up the redness of the level (which, don't get me wrong, looks AMAZING, especially near the start of the map). I shall update this myself with the inclusion of triggered lights.
Also, in the giant runic monestary with the 3 Jesus faces, I feel as though the torch light should be expanded, and the white light should be used less somehow. I don't know how yet, but I must look into it. Also past the bars in that room there is a cross on the wall which is a button to a secret. I think the lighting could be used to denote that, since there is nothing special about the texture for it.
Your work of the gold and silver key rooms is quite excellent!!!
The Blud battle room should have all of its torches converted to orange and have style 1. You did a great job on the door to his chamber though.
The cave with the zombies in AoP1M4 is too dark. Expand the light radius of the torches.
The gold key cave is too bright, and so is the valley with the shambler. There is also a profusion of too much white sky lights and just white lights in general.
Heresey should have more yellow and orange lighting in the starting room, and less white lights. That's all I have lol.
To expand upon your wanted list, add these to-do's:
QC (stuff I can't do)
1. A model for napalm gun that isn't G_Rock.mdl
2. QC taken from the SMC to replace AoP rain and snow
3. Particle flames to replace all shitty flame models everywhere in AoP
Models (stuff I might be able to do)
1. Preferably, we should prioritize weapon and projectile models.
2. Make a less glitchy and better animated blud model (definitely can't do that one)
Sounds (stuff I already did)
1. I must release the sound pack I made!!!!
Textures (stuff I can easily help you with)
1. Finish the texture pack with gloss/luma/norms.
Is the shader 100% complete by any chance?
RTLights (stuff I'll work on later)
1. Fix triggered lights and tweak a few things I mentioned.
Skins (I'm on it)
1. Juggernauts (#1 priority when I have more time)
2. Grenling
3. Dark knights
4. Legond (not sure If a will be able to do this one, but with some effort, I might be able to push through)Make Quake Great Again
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Wait, never mind. You are right. Sorry about that. I'm assuming you wouldn't know how to correct triggered lights, but the theory is something like this: Take the original .bsp with original lighting, name it something else, and put it into the same maps folder that contains the map you want to correct. Example: if you took start.bsp, and wanted to correct the lights in the hell passage, you would tak ethe original AoP start.bsp with no corrected lights and name it, say, start2.bsp and put it int he same folder. So head over to start2.bsp and go down to the hell passage. Find the light you want to correct, COPY it, close the RTlights editor (or don't, if you don't want to), and head over to start.bsp. Once there, run down to the place you copied the light from, and paste it there. Manually adjust the color, and repeat this process for ever missed light in the game.
It'll be annoying as hell, but IMO, it's worth it. If you want to take on the task of correcting the triggered lights, that's how you do it. Wanna try it out? This includes the lightning in Heresey.
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Originally posted by Pringles Man View PostWait, never mind. You are right. Sorry about that. I'm assuming you wouldn't know how to correct triggered lights, but the theory is something like this: Take the original .bsp with original lighting, name it something else, and put it into the same maps folder that contains the map you want to correct. Example: if you took start.bsp, and wanted to correct the lights in the hell passage, you would tak ethe original AoP start.bsp with no corrected lights and name it, say, start2.bsp and put it int he same folder. So head over to start2.bsp and go down to the hell passage. Find the light you want to correct, COPY it, close the RTlights editor (or don't, if you don't want to), and head over to start.bsp. Once there, run down to the place you copied the light from, and paste it there. Manually adjust the color, and repeat this process for ever missed light in the game.
It'll be annoying as hell, but IMO, it's worth it. If you want to take on the task of correcting the triggered lights, that's how you do it. Wanna try it out? This includes the lightning in Heresey.Make Quake Great Again
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Fixed start map rtlights. I'll check other maps to see blinking lights, and if there are, to correct them. Then I'll update to 2.1 versionLast edited by Blood Vengeance; 09-24-2015, 04:20 PM.Make Quake Great Again
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Your enthusiasm is infectious,
it's looking really great Team Pringles-Vengeance!
Keep up the good work!Username : Atomic Robokid on Steam
Please check out my Quake made things:
https://www.indiedb.com/games/run-over
https://adam-freeman.itch.io/hazard
https://adam-freeman.itch.io/diver
https://adam-freeman.itch.io/beyond
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