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Post by knightmare on Nov 20, 2012 21:01:00 GMT -5
I was wondering if anyone would be interested in making maps that use the model_spawn and model_train entities from the Lazarus mod If I implemented them into a custom version of 3ZB2.
These entities allow models to be added to maps in a way more powerful than setting the model field for items and then blocking them off with clip brushes. For one, animations and rendering effects (transparency, shells, glows, particle fx, etc.) can be set this way. And model_trains are models that can move around the map and even make turns.
If they were widely supported enough, custom models could become as common as in Q3 engine-based titles and newer games. This would increase the amount of detail attainable in maps without suffering terribly high r_speeds from complex objects made of brushes.
The challenge is to both get maps made using this, and server admins to run this custom 3ZB2 version (or other mod with the same code added). Few would bother mapping with a feature that isn't supported on servers, and few server admins would bother with a special version of a mod that adds a feature for mappers that goes unused.
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Post by grieve[Q2C] on Nov 21, 2012 5:27:31 GMT -5
would be a nice feature, but I can't guarantee to make maps using it.
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Post by draxi on Nov 21, 2012 16:44:25 GMT -5
Sounds interesting for sure!
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Deleted
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Post by Deleted on Nov 21, 2012 18:22:40 GMT -5
Yes this is a really interesting Knightmare !.. Have a map ( modelz ) in progress for long time.
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Post by knightmare on Nov 29, 2012 1:31:17 GMT -5
I just got the model_spawn and model_train functionality working in 3ZB2, including the rotating train stuff. The Lazarus model_spawn and rotating train test maps work correctly.
Is anybody interested in the movewith functionality that allows one entity to move with func_trains? That will require quite a bit more work.
I could also add the ability for players to turn when they're on rotating platforms.
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Post by knightmare on Nov 30, 2012 0:41:42 GMT -5
I got platforms rotating players done. PM me if you want a test build of this.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Dec 7, 2012 3:16:36 GMT -5
I've actually got a massive map with a huge train line though it, I would love to make it and use these new entities!
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Post by knightmare on Dec 27, 2012 14:24:58 GMT -5
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j3st3r
Quake 2 Mapping Club
Posts: 99
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Post by j3st3r on Dec 29, 2012 15:57:09 GMT -5
Let's see that map up above Margaal. Looks nice!
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Deleted
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Post by Deleted on Jan 1, 2013 18:20:09 GMT -5
Let's see that map up above Margaal. Looks nice! Thanks..... = = = = = = = = = = = = = = ---- Update 10 March 2013 ---- = = = = = = = = = = = = = = ( ThX Knightmare - target_effect support for 3zb2 - .....ThiS is PerfecT!. - MaP Again in progress -
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Post by knightmare on Jan 11, 2013 23:35:02 GMT -5
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Deleted
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Post by Deleted on Jan 12, 2013 14:31:12 GMT -5
YGoOD ..... Test map with new Alphatest option. *.md3 model looks real....----> ( script file ). ( no more transparent glass look ). These Kmq2 changes are really good things...... ThX Knightmare for allll Technical support.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 14, 2013 19:13:30 GMT -5
Howdy ya'll,
This work (engine/maps/models) is so exciting and cool. I hope to get time, sometime in the not so distant future to dig in and contribute again.
I could post a litany of why I've been absent so much but suffice it to say, I miss the gang here and the community that's formed and remained around this dusty old game. Q2 is still far and away my favorite, bar none.
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Deleted
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Post by Deleted on Jan 17, 2013 20:03:35 GMT -5
Hello Record my newest model map with Fraps.... Convert 298mb too 3mb....quality is not that good. here Short movie - Model map.
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Post by knightmare on Jan 18, 2013 22:11:22 GMT -5
Nice addition with the spider!
I'm going to have to try my hand at coding new monsters soon. I'd like to eventually implement that vulture, but for now, something simple like a spider would be good.
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