Announcement

Collapse
No announcement yet.

monster lumas :0

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • monster lumas :0

    so i finnally thought it throught nad after seeing gl_fb_models in the config, i relized i could have some kind of monster lumanation [incase i missplace them in the dark] so i also slowly came to relize that i could take gloss files for darkplaces and rename them to luma for qrack'

    id show u some pic, but lots of them need to be touched up (mosty the base map monsters)

    but so far the ones that arn't so bad include but not limited to

    knight - sowrd need a tuchung ups
    deathknight - has a cool read tint
    scag - the wite bloches fits it perfectly it seems

    altho i still need to see the oither glosses and compare to the others (i have ogro's and morph's, only seen morphs so far )

    but then again, you might have started this yourself (but Ive Got Straight Edge)

  • #2
    a heard of knights with luma


    this ones just the crude gloss, but it looks soo good

    Comment


    • #3


      the soldier 8-bit skin originally has a bright on the red, so made a luma
      for it =]

      here it is if you want it.





      PLAY QUAKE DODGEBALL!

      http://www.moddb.com/mods/quake-dodgeball

      Trickle's VWeps

      Comment


      • #4
        cool, im still messing with the feind, idont know if i want to lumanate the blood or just its teeth

        maybe make it darker?

        Comment


        • #5


          and with the fire



          along with the enforcer




          soldier:





          enforcer:





          I think these are the only two monsters that have fire and brights on their 8-bit skins in original Quake


          PLAY QUAKE DODGEBALL!

          http://www.moddb.com/mods/quake-dodgeball

          Trickle's VWeps

          Comment


          • #6
            looks great


            but why do you remove it from the main skin?

            Comment


            • #7
              so it isn't too bright


              PLAY QUAKE DODGEBALL!

              http://www.moddb.com/mods/quake-dodgeball

              Trickle's VWeps

              Comment


              • #8
                dude just reduce the brightness of gloss textures and it would be wise to deluminise them. Gloss map reflects more ligth the higher rgb value is so withe = 100% luma, black = 0%. So if you stick too this you will never get too bright textures

                Comment


                • #9
                  cool, im still messing with the feind, idont know if i want to lumanate the blood or just its teeth
                  The EYES!
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment

                  Working...
                  X