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Shader animated Healthpacks + Mega

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  • Seven
    replied
    Originally posted by Immortal2563 View Post
    Does anyone else have the Megahealth model and can share it? I looked through Epsilon, Small Mod Compilation, etc... and this version of Megahealth is not there, but is it nice.
    Hello Immortal2563,

    Better to reply late than never.

    Here are the files you were looking for (from ooppee):
    https://www.mediafire.com/file/1uye6...oppee.pk3/file

    Regards,
    Seven

    Leave a comment:


  • Baker
    replied
    Originally posted by Immortal2563 View Post
    Does anyone else have the Megahealth model and can share it? I looked through Epsilon, Small Mod Compilation, etc... and this version of Megahealth is not there, but is it nice.
    If you dig through the models in https://www.quaketastic.com/?m&dir=files/models you might find it in there.

    Leave a comment:


  • Immortal2563
    replied
    Does anyone else have the Megahealth model and can share it? I looked through Epsilon, Small Mod Compilation, etc... and this version of Megahealth is not there, but is it nice.

    Leave a comment:


  • talisa
    replied
    ill take a look at them tomorrow when i get back from vacation and can access my own compy again.

    Leave a comment:


  • _Smith_
    replied
    I've worked a bit on healthboxes: some minor improvements to luma/gloss maps, blinking lights on bh25 / bh100 are similar to the original boxes now.

    Leave a comment:


  • _Smith_
    replied
    IP_Health_shader_Ruohis_v3.pk3
    Models and textures: Ruohis.
    gloss/normal maps, bh10 animation: OoPpEe.
    bh25 and bh100 animation: Smith

    Q_Explo_boxes_QRP.pk3
    I don't want to spam a new thread for it, these are QRP exploding boxes: baked normal maps and added luma to small box, slower blinking, small box darker.

    These are my favorite boxes. I hope OoPpEe don't mind. This thread seems most fitting. Remember to try his boxes first if you haven't yet.
    Last edited by _Smith_; 08-01-2012, 12:20 PM.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by OoPpEe View Post
    More of a visual timer. Like it starting with no glow, fading in the glow and blinking a couple times before it blows. That may not be possible if the shader loops from the start of map load instead of when the entity is spawned. So will have to see.
    This seems to take the grenade explosion timing that most of us learned the hard way has become pointless with that type of feature.

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  • NightFright
    replied
    Basically, I can sign what _Smith_ wrote above. Any chance we may get a modified re-release which incorporates those suggestions?
    Last edited by NightFright; 09-29-2011, 01:57 AM.

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  • _Smith_
    replied
    bh10 and bh25 are not distinguishable from each other, witch is not good for gameplay. You should make bh25 and bh100 with a bit stronger and more regular blinking. Other than that I really like them but use only bh10 and not animated glowing bh25 and bh100 ones.

    Leave a comment:


  • LambentHammerBurst
    replied
    More of a visual timer. Like it starting with no glow, fading in the glow and blinking a couple times before it blows. That may not be possible if the shader loops from the start of map load instead of when the entity is spawned. So will have to see.

    Leave a comment:


  • Frenzy
    replied
    When you say a countdown grenade, do you mean once it's shot, a timer counts down on the side of it? As in, 3, 2, 1, then it blows? That sounds damn amazing

    Leave a comment:


  • NightFright
    replied
    I have tried this at long last as well. Great stuff, but the skins really seem dark to me. Is it possible to brighten them a little? Also, IMHO the glow effect of the blinking areas could be more visible/brighter as well. Maybe you can release a second version with a stronger glow effect?

    Leave a comment:


  • CarVio
    replied
    Thanks for the re-upload. cheers

    Leave a comment:


  • DaniOcampo1992
    replied
    Once could make the Ogre's mouth move and all - but even at death it'd still be happening.
    Oh, you're right OoPpEe, I forgot that.. =/

    Leave a comment:


  • LambentHammerBurst
    replied
    You can add shaders to monsters - however not presently by particular animation. Once could make the Ogre's mouth move and all - but even at death it'd still be happening. You'd need to do progs.dat editing (basically making a mod) to get it done properly.

    Also download link updated. The previous expired.
    https://rapidshare.com/files/5688900...ted-health.pk3

    Leave a comment:

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