Quake: Nexus Aftermath - /me casts Resurrection

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CaptainToenail
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by CaptainToenail »

I just tried QNA again after a while, I have to admit, it looks a bit dated now, I think we could probably redo all the special effects, and we have to use 3D models as those sprite rips that we spent so many hours working on look a bit yuk. But this raises the serious problem of the Quake 4 stuff, is it possible to downgrade the models to MD3 and use them? I'm out of my depth here
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Remmirath
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Remmirath »

Using 3D models would break the ZDoom compatibility, which that's one of the things Ghastly wants to keep.

And that means i can't use 3D floors. :P
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Ghastly
... in rememberance ...
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Ghastly »

Personally, I think the sprite rips work well enough, but an optional Q:NA model pack would be the only model pack I'd actually use. The Quake 4 models are the big problem, however. It'd need a good modeller to reduce the polycount, convert to md2 and edit the skins.

I am trying to update as many of the effects as I can, though. The DMG is probably the thing that needs it the most, but I have a good idea what to do, I just need the graphics for it.
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esselfortium
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by esselfortium »

3D floors are for 3D whores, preach it brother
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Amuscaria
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Amuscaria »

esselfortium wrote:3D floors are for 3D whores, preach it brother
I am proud to say I am a 3D-Floor Whore.
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Remmirath
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Remmirath »

There's also another 3D whore that i know and worked with. ;)

Josh
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Indecom
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Indecom »

This is pretty good, so far this does what i'm trying to do the best i've seen. Though its kinda strange mixing the q2 and q4 stroggs together. I like your particle effects though. do you have any tips or suggestions for anyone who wants to create these effects as well? like that red laser beam some of the light guards shoot, is that just a railgun effect without the spiral?
CaptainToenail
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by CaptainToenail »

Yes, I just set the rail colour to 'none' and had it firing as a sustained beam by calling it every tic.
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Indecom
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Indecom »

oh okay, that's a pretty cool trick. I'll have to use that if i ever decide to make a lightning gun or something like that. Though i really wish that g/zdoom would have a practical particle system instead of custom missiles for particles.
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Blade3327
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Blade3327 »

I hope this isn't going to be considered a bump, because I was playing through the QNA demo again and had a thought.

There are many Quake 2 mods out there for Doom. Plus, combining Quake 2 with Quake 4 does not always look appealing visually.

Now most of the Q4 rips are pretty good. They're not bad, so why not base this project just on Q4? It's something new, and with the proper monster programming it could look really cool. I mean you've spent the time ripping some Q4 weps and enemies, so why not?

Although you would need a Q4 texture pack... But that's probably not the biggest issue... Heck, even with a Doom 3 texture pack, you could pull it off. Who knows?
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