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Post by Guggenheim on Aug 31, 2022 6:28:28 GMT -5
Everyone said that. I'll make rocks. Here are some WIP screens:
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mikem
Quake 2 Mapping Club
Posts: 330
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Post by mikem on Aug 31, 2022 11:12:53 GMT -5
Your underground tunnels look great.
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Post by Guggenheim on Sept 4, 2022 18:40:01 GMT -5
What's the best way to make fire effect? I wanna put some flaming pipes.
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Post by knightmare on Sept 5, 2022 3:00:28 GMT -5
You can use either an animated model or a sprite using model_spawn.
Rogue's pak0.pak contains a conveniently unused flame model: models/objects/fire/tris.md2. This model is already hardcoded in my missionpack DLL using the classname "light_flame".
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Post by Guggenheim on Sept 5, 2022 5:56:04 GMT -5
You can use either an animated model or a sprite using model_spawn. Rogue's pak0.pak contains a conveniently unused flame model: models/objects/fire/tris.md2. This model is already hardcoded in my missionpack DLL using the classname "light_flame".
Does it support custom skins? For exapmle, I wanna make a green flame like in Q3.
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Post by Guggenheim on Sept 5, 2022 6:00:42 GMT -5
Not bad, but is it possible to scale the model? I wanna bigger flame.
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Post by knightmare on Sept 5, 2022 18:06:35 GMT -5
Does it support custom skins? For exapmle, I wanna make a green flame like in Q3. No, skins have to be referenced in the model, so you'd need to add them in with a model editor, then specify "skinnum" for the model_spawn. Not bad, but is it possible to scale the model? I wanna bigger flame. Unfortunately, model scaling is one thing I forgot to add to KMQ2's game API. So you'd need to edit the model to make it larger, or (better) add a new set of animation frames where it is larger.
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Post by Guggenheim on Sept 12, 2022 4:48:38 GMT -5
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mikem
Quake 2 Mapping Club
Posts: 330
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Post by mikem on Sept 12, 2022 5:38:20 GMT -5
Very nice screenshots. Only your cave walls are too angular. But you're probably still working on that.
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Post by Guggenheim on Sept 12, 2022 8:12:34 GMT -5
Very nice screenshots. Only your cave walls are too angular. But you're probably still working on that.
You mean rocks or that arches? I will work later on rocks, just made them cubic so they won't bother. Those arches are angular cause making curves in Radiant is literally hell.
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Post by grieve[Q2C] on Sept 12, 2022 8:23:14 GMT -5
what do you use for transparency, the alphatest - flag ?
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Post by Guggenheim on Sept 12, 2022 8:55:28 GMT -5
what do you use for transparency, the alphatest - flag ?
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mikem
Quake 2 Mapping Club
Posts: 330
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Post by mikem on Sept 12, 2022 12:28:05 GMT -5
Yes I mean rocks. Your map looks very good so far. Not that typical (and very often seen) base style other mappers use.
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Post by Guggenheim on Sept 12, 2022 13:07:33 GMT -5
Yes I mean rocks. Your map looks very good so far. Not that typical (and very often seen) base style other mappers use.
There I use mostly warehouse theme (e1u2) for outside areas (that metal towers) and recently I added that cave with concrete constructions. Not sure that they combine together well, but I'll try.
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Post by Guggenheim on Nov 28, 2022 17:48:02 GMT -5
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