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Post by NIN-Kitsune on Feb 18, 2015 23:33:34 GMT -5
What's the power cube entity? Is it possible to specify a different model for it? leray.proboards.com/thread/2552/change-model-any-itemIt's an item that was used a few times in the Quake 2 single player campaign missions, which can have it's MD2 model changed to anything you want, take a look into that thread and you can learn how you can change entity models in vanilla Quake 2, but unfortunately I remembered that I don't think plant model textures relying on translucency flag can work with the power cube since I don't think such flags can be applied to it without a mod supporting it, you'd need models themselves to be cropped where transparency is needed and that would mean lots and lots of polygons!!! But for most models power cube is your friend because of what you can do with it. Things like monsters, vehicles, dead tree's with no leaves, etc, that all should work fine with the cube.
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Null
Gladiator
Posts: 555
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Post by Null on Feb 22, 2015 19:20:36 GMT -5
I think Margaal's opened a Pandora box :-) And after viewing the evidence, there's no harm in awarding a few additional points for models (1-5 towards Extras) These things do add somewhat to the overall look and feel, so anyone going above and beyond regular mapping, into the pimp my map category should get something for it. Note this is just a few points and nothing staggering. It'll end up in the "Extras" table, to show that we do appreciate the extra effort. But as stated before since this is Quake 2 only contest, your map must still run in all Quake 2 clients regardless if the models show up or not. Also since this is a death match contest your map should also run fine on all servers so do test that the extra entities don't throw it over the edge. There are many options how you can go about adding models, including overrides, bsp simulated plants, or the powercube model extension, mentioned above. Note that you can also get penalized if the model placement is messy or you use too many models and lag the map as a result, so use carefully and sparingly at your discretion
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Post by thehappyfriar on Feb 24, 2015 8:00:25 GMT -5
There was a thread that stated most of the pickup objects (excluding the health's) let you set the "model"/"whatever.md2" key/value in the entity properties. It only supports 1 model (no "model2", etc.) and no animation.
I think the powercube is key_powercube.
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Deleted
Deleted Member
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Post by Deleted on Feb 25, 2015 8:05:00 GMT -5
- update , what I am doing the last days - Underground cave section.. I know triangles give the most beautiful effect, but Quark is not so friendly for inside viewing direction ( vertex mode ).....After a few triangles I get lost .. and yeah of course can use a terrain editor...use more triangles.. Or better option use new editor Trenchbroom....use less triangles or squares.. But I'm stubborn, just want to be able to make everything with the Quark editor. So i created from squares a long line ( 1500 grid distance rocks ) for the cave area.. To avoid conflicts, I started big 128 grid for each squares.. when it was done i reduced size 1 x and finally re-scale.. Use 4 rows squares for the height ( 300 grid ) and 38 squares for the length.. total = only 152 squares.. it`s more then enough for the underground section ( cut & paste ).
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Feb 25, 2015 9:38:15 GMT -5
Margaal, your maps look great. KitsuneValley, yours too! I love the fog volume you have there. What engine is that?
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Post by jitspoe on Feb 25, 2015 13:46:24 GMT -5
Looks cool, but last time I tried something like that, the compilers didn't handle it well. Hopefully you have better luck!
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Post by WizardExt on Feb 26, 2015 16:15:18 GMT -5
I am not a big fan of models and masked textures in Quake 2. It feels off and doesn't work together with how Quake 2 looks art wise. Low poly environments don't blend well with organic plants/trees. I do like your efforts, interesting. I would focus on plants/grass. And if you use tree models, have them outside gameplay area, since they would make for awkward gameplay.. I can imagine. I vote against "model" rating. If anything, it ties in to the level building and should not have its own category.
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Null
Gladiator
Posts: 555
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Post by Null on Feb 26, 2015 20:27:15 GMT -5
I feel ya. I myself am not fond off too many overwhelming obstructions on levels, even in modern games. For example I find nothing more crippling to the layout than providing ideal sniper facilities for pinning down the entire level, and picking off players while hiding in some tall grass somewhere. It goes without saying that the simplicity of Quake 2 lends itself nicely to the fast paced game play we all love, and overall it's something we must preserve. Also I think one isn't used to seeing prop models used effectively in the ancient Quake 2 engine, like in the modern examples presented above. Having said that, I'd still like to give models a chance in this contest, even if it's just a few points towards Extras. There's not much else that lends itself well to organic levels like plants and vegetation which can only be achieve effectively with md2 models at the moment. Also that's why I suggested models be used sparingly and with taste more or less, unless you want to get docked points. You don't want them everywhere cluttering your map, lagging players, or concealing fine texture work you've put time into. The models should be placed carefully and only be there to lend themselves to overall visual style. And if one decides to use models, I'd encourage that they wait till the very end of their design process before placing them. You'd want to have already laid down all your major groundwork so you don't get distracted away from what really matters. If you get bogged down in fine detail early on, you might very well be boggling away your design ;-) So do not depend on models too much, and never let it be the deciding factor when designing layouts, since that will not get you max points in this contest. Remember that models are only a few points in the extra category, so having a large box with a few trees isn't going to get you points in the other categories
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Mar 1, 2015 8:25:15 GMT -5
Great screenies, especially this one: ..Classic.. I like the combination and blending of rocks, building and vegetation a lot.
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Post by Wixen1 [Q2C] on Mar 3, 2015 8:47:44 GMT -5
I am not a big fan of models and masked textures in Quake 2. It feels off and doesn't work together with how Quake 2 looks art wise. Low poly environments don't blend well with organic plants/trees. I do like your efforts, interesting. I would focus on plants/grass. And if you use tree models, have them outside gameplay area, since they would make for awkward gameplay.. I can imagine. I vote against "model" rating. If anything, it ties in to the level building and should not have its own category. I totally agree! -W1
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Null
Gladiator
Posts: 555
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Post by Null on Mar 5, 2015 19:00:07 GMT -5
Wow very nice. I like the intricate brush work especially around what looks like a pressure door
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Deleted
Deleted Member
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Post by Deleted on Mar 6, 2015 13:31:18 GMT -5
========================================================== combining two textures for one, is a big success 13.000 brush side , bring back to 10.000....smart mapping And Yeah of course this map is still compatible for Quake ][ EgL,R1Q2,Q2Pro,Quake2maX 0.44 in 3zb2 bots.. ( works well & supported models ) ...R_speed hmmm i don`t know.. Let test and see Quake ][...
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Null
Gladiator
Posts: 555
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Post by Null on Mar 9, 2015 17:14:50 GMT -5
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Deleted
Deleted Member
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Post by Deleted on Mar 9, 2015 18:57:01 GMT -5
ThX NuLL...good info!. Knightmare helped me along in early jan 2012, and released many good stuff for Q2... For more info Read here.. leray.proboards.com/thread/3198/q2-models-useleray.proboards.com/thread/3281/custom-3zb2-version-lazarus-features=============================================== it all started here my First model Map ( 27 March 2013 ). Kmq2 is my favoriete engine.. = = = = = New Download link = = = = = = = = = =23 Feb 2015 - margaal23c version compatible for Q2,EgL,R1Q2,Q2Pro,Quake2maX. (Three versions are packaged in zip) Ready for Release Today , March 10 - 2015 ! ..it's a tough map, I have not played, only watched and walked through... So I hope this c version also can be used as final version... Ahhhhrgg have little time and margaal28 is not ready pffff....only 5 days to go... OHhhhhhhh Screenshot Q2max44 Margaal23c. here Margaal23c version <---- = = = = = New Download link = = = = = = = = = =
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Post by jitspoe on Mar 10, 2015 20:58:22 GMT -5
The Quake2Max shot looks nice, but I'm curious as to why the lighting has more color than the KMQ2 shot (the area around the window has a lot more yellow).
Also, vanilla Q2 doesn't support pk3 files...
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