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  • talisa
    replied
    another small update to the axe, this time a small update to the model itself.\
    added proper edge-splits to the edges of the model, which in-game make shading on the axe be correct, where-as before the shading was incorrect cuz of the edges not being split.

    especially at the edge between the center and the blades its very noticable,
    many edges which are sharp edges were treated as dull edges before and therefor had smooth shading.

    now all sharp edges have correct shading in all lighting

    DOWNLOAD TAL'S AXE V1.21

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  • talisa
    replied
    just made normal-maps for the axe, which just like with the SSG help to really make the reflect pop and look more real


    > DOWNLOAD TAL AXE 1.2 <

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  • talisa
    replied
    tried that too, and that resulted in the line doing absolutely nothing

    perhaps this shader-function isnt 100% functioning in DP and therefore doesnt do what it should do?

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  • Spike
    replied
    amplitude 0 means no wave.
    base 2ish means static displacement along vertex normal.

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  • talisa
    replied
    it... makes the axe deform constantly like as if its some kinda liquid thing?

    thats what the 'deformVertexes wave' thing seems to do at least XD

    Leave a comment:


  • Spike
    replied
    try adding the following or something to your shader, outside of any passes.
    deformVertexes wave <div> <func> <base> <amplitude> <phase> <freq>
    where func is 'sin' or something, base is 2ish, and the rest 0, apparently.
    should be able to get a fun effect out of that.

    Leave a comment:


  • talisa
    replied
    just made a lil update to the axe to make it compatible with the new Q3A-like quad-effect from nahuel that seven added to the SMC


    DOWNLOAD UPDATE FOR USE WITH SMC Q3A QUAD-EFFECT

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  • Tea Monster
    replied
    If you approach it as if you were doing a hard-surface model, that can give you a start.

    There are plenty of pics of men and women in the 'T-Pose' with front and side views that you can load into Blender (or whatever you use) and get a basic human shape together.

    I'm sure we can give you critique on the general shape.

    Leave a comment:


  • Dutch
    replied
    no problem man!

    if you watch Riddick: Pitch Black, you will also notice that Kell used the exact same sound clip of the creatures "whooping" for the Night Gaunt. I thought it was the coolest thing ever, I love this movie.

    Leave a comment:


  • talisa
    replied
    oh yeah, i can instantly see the night-gaunt might be based on these creatures from riddick, at least the head is identical.

    been ages since i watched the riddick movies myself, so i dun recall that creature.
    but ill have to watch it again then so i can see it

    .

    also thanx for the compliment dutch!
    I'll have to give it a try some time.

    mebbe i can start with the nightgaunt's head some day.
    doesnt seem like it would be to hard to make, especially now i have a better reference of what the creature's head was based on
    Last edited by talisa; 03-09-2014, 07:45 PM.

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  • Dutch
    replied
    Originally posted by talisa View Post
    i hope one day i can get good enough to be able to make actual characters.
    like i would love to be able to make models to replace some of the monsters from the drake mod,
    especially the night-gaunt which i think is an absolutely awesome enemy

    the model it has doesnt do this awesome lovecraftian creature justice imo, it looks kinda cute actually
    Fun fact about the Night Gaunt from Quoth: It's based on the alien creatures from Riddick: Pitch Black. I recognized it instantly, the Riddick movies are one of my favorite trilogies.



    And talisa, you are definitely good enough already to make your own characters in my opinion.

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  • talisa
    replied
    you need to use it with those maps i linked above

    you can use it without special maps but you will be missing a lot of stuff cuz a lot of items have to be placed into maps, like powerups and the new enemies

    but you 'install' it just like any other mod. create a special directory for it, and then start darkplaces with parameters, like
    darkplaces.exe -game ModFolderName
    Last edited by talisa; 11-15-2013, 01:12 PM.

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  • JDSTONE
    replied
    1. download this https://www.quaddicted.com/tools/quake_injector
    2. start the quakeinjector with quakeinjector executable jar file in the folder
    3. you will need to set up the path to darkplaces in the configuration it should prompt you to do this
    4. dl unforgiven by finding it in the list of maps in the quakeinjector click install...
    5 go to the quake folder on your computer and look for the unforgiven folder drop all of the new goodies in that folder...
    6 go back to the quakeinjector and click on unforgiven agin and click the play button (it may tell you that drake is not installed even when it is so just play it anyway...)
    7 go kick banes ass!

    im not the best at explaining things some time even when i know how to do it i hope this helps

    Leave a comment:


  • Frost R17
    replied
    Okay but what are the steps?

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  • JDSTONE
    replied
    the easy way to do it is to use the quakeinjector... just download something wicked or unforgiven and you can start the mod using that... and just dump the new stuff in the folder of the game you installed. i have all the new stuff in both the unforgiven and wicked folder... maybe there is a better way to install the new stuff but thats how i did it and it works for me. the drakebeta is just the qc and progs with a few demo maps not really a game. look for the name Dustin "Tronyn" Geeraert in quake injector most of his maps use drake or some of the olderones use a qc that is on its way to become drake.

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