|
Post by Marcelus on May 8, 2022 8:39:58 GMT -5
yes glow from texture is complete removed and I changed glow in extras.pk3. Looks more natural That's great! Also, will you add a red version of the blaster (with redone glows for all colors), as well as the blue, green, and yellow railgun variants before the pack is final? Now are finished all blaster color variants and shotgun glow. When I finished glows for railgun I post here link with downloads. I change glows little and are little different from default glows. What do you think ?
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on May 8, 2022 12:48:31 GMT -5
Looks good. Is it possible to add a shiny effect in KMQuake2 like in Kingpin or Daikatana?
|
|
|
Post by knightmare on May 8, 2022 16:46:40 GMT -5
That glow design looks interesting. I'll have to see what it looks like when animated to judge, though. Looks good. Is it possible to add a shiny effect in KMQuake2 like in Kingpin or Daikatana? It is possible, but affects all surfaces of an md2 model, including stuff like the hands. It's not possible to turn it off for separate parts. That requires the use of md3 with its support for separate meshes. That was originally a problem with the shiny weapons in Daikatana. I helped fix it for the 1.3 patch by disabling it on the hands, which have a separate skin.
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on May 8, 2022 23:33:53 GMT -5
So it would be possible if someone separates the skins for the hands?
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on May 8, 2022 23:56:57 GMT -5
That glow design looks interesting. I'll have to see what it looks like when animated to judge, though. Looks good. Is it possible to add a shiny effect in KMQuake2 like in Kingpin or Daikatana? It is possible, but affects all surfaces of an md2 model, including stuff like the hands. It's not possible to turn it off for separate parts. That requires the use of md3 with its support for separate meshes. That was originally a problem with the shiny weapons in Daikatana. I helped fix it for the 1.3 patch by disabling it on the hands, which have a separate skin. Great work I like Daikatana 1.3 very much. But there is one thing I don't like since Daikatana's release: those quick gibbing monsters.
|
|
|
Post by knightmare on May 9, 2022 3:42:21 GMT -5
So it would be possible if someone separates the skins for the hands? No. As I said, you can't have separate skins for different parts in an MD2 model.
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on May 9, 2022 5:05:26 GMT -5
So it would be possible if someone separates the skins for the hands? No. As I said, you can't have separate skins for different parts in an MD2 model. Maybe one could convert md2 to md3.
|
|
|
Post by Marcelus on May 9, 2022 13:38:41 GMT -5
|
|
|
Post by knightmare on May 9, 2022 16:26:59 GMT -5
These are looking really good! However, I noticed that the red railgun glow skin has a flat red area where the rest of them have a copy of the colored tech/circuit area. Is that an error? Also, the glow around the small metal piece just in front of the colored area is overdone. It should be a smaller reflected glow, not look like a direct light source. Finally, I don't know what to think about leaving the railgun's smaller circular light LED on the side as red in the other colored skins. Recolored railgun skins starting with CaSaN0va's original blue railgun (attached) have always recolored this as well. BTW, the glows WILL work in a pk3 if it's alphabetically named after kmquake2_extras.pk3. Try renaming the pk3 to z_marcellus_hd_skins_glows.pk3 and your glows will load. This pak load order issue will be made easier in the next KMQ2 test build. Attachments:skin.pcx (21.18 KB)
skin.pcx (16.37 KB)
|
|
|
Post by Marcelus on May 10, 2022 6:58:44 GMT -5
These are looking really good! However, I noticed that the red railgun glow skin has a flat red area where the rest of them have a copy of the colored tech/circuit area. Is that an error? Also, the glow around the small metal piece just in front of the colored area is overdone. It should be a smaller reflected glow, not look like a direct light source. Finally, I don't know what to think about leaving the railgun's smaller circular light LED on the side as red in the other colored skins. Recolored railgun skins starting with CaSaN0va's original blue railgun (attached) have always recolored this as well. BTW, the glows WILL work in a pk3 if it's alphabetically named after kmquake2_extras.pk3. Try renaming the pk3 to z_marcellus_hd_skins_glows.pk3 and your glows will load. This pak load order issue will be made easier in the next KMQ2 test build. However, I noticed that the red railgun glow skin has a flat red area where the rest of them have a copy of the colored tech/circuit area. Is that an error?
Corrected Also, the glow around the small metal piece just in front of the colored area is overdone.
Edited but need more edit. I wil do it better later. Finally, I don't know what to think about leaving the railgun's smaller circular light LED on the side as red in the other colored skins.
changed download link from moddb is edited. Now include also pk3 with glows. Downloadwww.moddb.com/games/quake-2/addons/quake-2-hd-classic-skins-wip
|
|
|
Post by knightmare on May 10, 2022 21:33:15 GMT -5
With those tweaks, it now looks better than good! Keep it up!
|
|
|
Post by Marcelus on Jun 4, 2022 11:54:48 GMT -5
|
|
|
Post by knightmare on Jun 4, 2022 17:09:57 GMT -5
This looks very good, as your previous skins. The barrel cluster/cylinder has similar scrapes on it, but would it be possible to recreate the large gash on the side?
The spot where you changed the white edge line on the green area looks like it was an error in the original skin.
Too bad a reskin can't fix the swimmy vertices this model suffers from.
|
|
|
Post by grieve[Q2C] on Jun 6, 2022 9:44:18 GMT -5
most Q2 - models suffer from vertex warping, unfortunately.
|
|
|
Post by Guggenheim on Jun 25, 2022 11:10:17 GMT -5
That looks great! Will colors be switcheable in-game?
|
|