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Arcane Dimensions -HD overhaul-

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  • talisa
    replied
    work on leptis magna textures is coming along nicely.... just 51 textures left to go (80% done)

    Leave a comment:


  • Blood Vengeance
    replied
    That's a good idea, but never used google drive. I was thinking of using moddb.com: files stay "forever" and reach more people

    Leave a comment:


  • talisa
    replied
    im almost running out of space on my dropbox too myself..... only have 1gb left, lol

    maybe google drive would be an option? with google drive you get 15GB space,
    and if you already have a google account you dont need to sign up for anything else

    Leave a comment:


  • Blood Vengeance
    replied
    I've got ready some HD textures packs, but my space on dropbox is almost finished. Can you host the AD texture packs I've uploaded on your dropbox? If it's not a problem of course.

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  • talisa
    replied
    just throw it to me in a PM i guess, maybe you got some textures done that i didnt do yet

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  • Blood Vengeance
    replied
    I have an unfinished version, would you take a look at it? Maybe there's something useful, should I upload it here?

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  • talisa
    replied
    just added obi-wan's HD shalrath model to the list, with 2nd skin by SS, and pink skin by me.
    and i also added a set of skins for ID1 zombie by reforged, fraggers & ogro!


    i also started on an HD texture-pack for Ionous' & Pulsar's "Leptis Magna"

    Leave a comment:


  • talisa
    replied
    just finished fixing up the pendulums i previously made for rogue for use with AD


    you can find link at start of thread under "HD models"

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  • talisa
    replied
    ill see about editing the pendulums i made for rogue some time soon to make the versions used in AD,
    which look like they are pretty much identical except for having the attachment piece at top

    should hoefully be easy enough to add that one piece, since could litterally just add a single cylinder at top

    Leave a comment:


  • Blood Vengeance
    replied
    Excellent! Going to replay AD_lavatomb!

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  • talisa
    replied
    @enderandrew
    DarkPlaces still uses the openGL renderer, so yeah......
    not exactly a very modern render

    .

    anyway.... i finished the texture-pack for Per Asperi Ad Inferi (AD_lavatomb)


    as usual, find link to download in first post of thread

    .

    like always, keep in mind that there are NO duplicate textures included...
    so if you experience missing textures, make sure you have all previously-released texture-packs installed

    Leave a comment:


  • enderandrew
    replied
    Originally posted by talisa View Post
    @enderandrew

    for a modern game with a modern engine, the answer would be yes.....

    but darkplaces is an old game which doesnt support such thing as a realtime sun and natural ambient lightning,
    and automatically adding light-sources to lights in a map is impossible because most lights in quake are just brushes with a lamp-texture (beside the obvious torches)
    so you need to add lots of small lights by hand to light up all parts of a map, which can amount to an absolutely massive amount of lights for a big map....
    which can cause the engine to come to a crawl if its a big open map and a lot of lights are all visible at the same time
    While Quake is quite old, I thought engines like Darkplaces used more modern methods. Maybe the lighting system will get an overhaul at some point.

    If some of the rtlights don't make sense in all AD maps, would it make sense to at least do some, or at least use .dlit files generated with something like hmap2?

    Leave a comment:


  • talisa
    replied
    i personally use ruohis model for the player (which is also included with the SMC)



    .


    before that i used the player-model by M00 & OoPpEe for a long time

    http://quakeone.com/forums/quake-mod...n-choices.html

    its a really great-looking model, but sadly its missing most of the death-animations -__-
    so i switched over to ruohis player-model after finding out about the missing death-animations


    OoPpEe also made a grunt replacement using the same model though, which is really nice
    http://quakeone.com/forums/quake-mod...yer-model.html
    the model and textures are delightfully creepy and the animations are great, like a limping braindead creep
    Last edited by talisa; 02-04-2017, 09:36 AM.

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  • Blood Vengeance
    replied
    Which model do you use for player? The model I used before this had graphical glitches

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  • talisa
    replied
    i dont use capnbubs player-model..... but im sure some do like to use it,
    so ive added them to the list


    also..... i just made skins for ruohis grunt-model for AD


    .

    @enderandrew

    for a modern game with a modern engine, the answer would be yes.....

    but darkplaces is an old game which doesnt support such thing as a realtime sun and natural ambient lightning,
    and automatically adding light-sources to lights in a map is impossible because most lights in quake are just brushes with a lamp-texture (beside the obvious torches)
    so you need to add lots of small lights by hand to light up all parts of a map, which can amount to an absolutely massive amount of lights for a big map....
    which can cause the engine to come to a crawl if its a big open map and a lot of lights are all visible at the same time
    Last edited by talisa; 02-02-2017, 02:11 PM.

    Leave a comment:

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