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HD-Remake of MP1-"Scourge of Armagon" Liquids.

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  • HD-Remake of MP1-"Scourge of Armagon" Liquids.

    Blood - sadly only used in HIP3M4:






    Rift - used in HIP3M2,3,4,END:



    Download:
    Effects_MP1_darkblood.zip

    Install:
    place the .pk3 in your \hipnotic folder

    Credits: SEVEN

    DP only!!!
    Last edited by webangel; 06-08-2011, 02:00 PM.

  • #2
    Great work!
    I know there's a water fall liquid texture that still hasn't been done yet, I can't call off the top of my head if thats in DoE or SoA.
    These will remain a keeper in my SoA folder! What's your next project?

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    • #3
      You mean DoE-R2M1:


      One of my next projects!


      Sadly this isnīt an effect!!!!
      Last edited by webangel; 06-03-2011, 03:58 PM.

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      • #4
        That would be it
        I did just noclip on there. The waterwall texture has a standard water texture directly under it.
        Awesome work thus far

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        • #5
          This looks awesome!
          But just works in HIP3M4?
          I hope the waterfall can be replaced by a HQ one someday too..
          Great work!
          200 aņos de mi querido PARAGUAY
          14/05/1811

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          • #6
            Finished!

            For me, the MP1 effects are ok!
            Is it possible to move this thread in "Finished Works" ?

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            • #7
              Done

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              • #8
                Beautiful shots!
                I'm downloading it ASAP!
                Check out my awesome Deviant art page!
                Quake fanart (obviously included)!

                http://harry-the-fox.deviantart.com/

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                • #9
                  Originally posted by daniocampo1992 View Post
                  But just works in HIP3M4?
                  The #blood1 effect is only used in this level!
                  You can change the shader file in the script folder of the .pk3 to - e.g. lava.
                  But I think that is not a good idea ...
                  Last edited by webangel; 06-06-2011, 12:30 PM.

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                  • #10
                    Originally posted by webangel View Post
                    The #blood1 effect is only used in this level!
                    You can change the shader file in the script folder of the .pk3 to - e.g. lava.
                    But I think that is not a good idea ...
                    Yes, I noticed that..
                    Anyways, very good job webangel..
                    200 aņos de mi querido PARAGUAY
                    14/05/1811

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                    • #11
                      MP2 Fall



                      I have made ​​some progress. Itīs only to reflective

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                      • #12
                        Dude, I'll be happy only with this..
                        Looks great!
                        200 aņos de mi querido PARAGUAY
                        14/05/1811

                        Comment


                        • #13
                          Hello webangel,

                          I saw that you made good progress with the waterfall textures.

                          As you surely have noticed, their texture names are "+0_fall" till "+7_fall".

                          So you have 2 possibilities to make it look beautiful:
                          1.) High Res standard texture replacement (like the buttons or slipgates)
                          2.) A shader driven replacement (but that would only work for DP)

                          It is always a good idea to keep your work engine independent, so option 1.) would be preferred.
                          But if you cannot reach the visual that you want, option 2.) is the key.

                          Thank you for your effort and work on this.

                          Kind regards,
                          Seven

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                          • #14
                            A shader replacement would be amazing..
                            200 aņos de mi querido PARAGUAY
                            14/05/1811

                            Comment


                            • #15
                              A shader would have to be applied to each frame of the water because the game calls the texture:
                              +0_fall then after a short time it loads up +1_fall over it repeat until you get +7_fall
                              So the do a shader there would have to be 7 instances of the shader. So he could use Seven's shader to apply the refraction and all to each frame but will still have to animate it manually and only be 8 frames (0-7).

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