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Messages - Jay Dolan

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Quake / Re: reals new Red Pak!
« on: July 17, 2014, 04:19:41 PM »

Quake / Re: reals new Red Pak!
« on: July 14, 2014, 04:53:23 AM »
Hehe. Q2W is and will always be 100% free and open source. It's goal is to borrow some of the best aspects of the Quake series and meld them into a game that is, while better in many regards, still undeniably Quake2. We should chat sometime when your pak is complete, if you're still looking to work on that kind of stuff.

Quake / Re: reals new Red Pak!
« on: July 13, 2014, 03:28:25 AM »
 :lolsign: TC:granny.. man that takes me back. What ever happened to that clown?

Foc, I'm really looking forward to seeing your pak. You realize that if you become a proficient modeler, I have no choice but to flatter and pester you until you agree to work on Q2W right? What an unlikely couple we may yet become  :heart:

Quake / Re: Crosshair alignment
« on: July 07, 2014, 04:46:17 AM »
I fixed this problem in Quake2World by doing a little trig in the game module. Each time you fire, I trace straight forward from your view vector to determine exactly what your crosshair was over, and from that impact point, I subtract your muzzle origin to determine the directional vector of your projectile. This way, the crosshair is dead-nuts accurate at any distance.  :bananaw00t:

Quake / Re: Quake 2 mapping
« on: June 24, 2014, 07:12:05 AM »
Pan is crushing q2dm* remakes for Q2W  :rockon:

Quake / Re: Quake 2 Map question
« on: June 21, 2014, 10:28:27 AM »
That looks sick, man. Nice work!

Quake / Re: Quake 2 Map question
« on: June 20, 2014, 09:17:01 AM »
MD2 supports up to 2048 unique verts defining up to 4096 tris:

Still, like Whirling says, with proper texturing, you'd be surprised how low-poly you can make your meshes. For example, the qforcer player model in Quake2World is around 1200 tris.

While he's an MD3, his geometry is well within the limits of even MD2. Just food for thought.

Quake / Re: Quake 2 Map question
« on: June 19, 2014, 08:08:23 PM »
MD2 does not have a grid system, but it does effectively "quantize" vertices to 0.125 units (okay, I guess you could call that a grid :D). What's really happening is that vertices are stored as 16 bit numbers in MD2. When the program goes to squash your 32 bit floating point vertex coordinates into 16 bits, some precision is lost (obviously). The smallest value representable in this 16 bit format is +/- 0.125. The largest value is +/- 4096.0.

Side bit of trivia: all entity positions in Quake2 are represented this way in the network protocol. It's actually why your player "drifts" side to side slightly when you try to walk straight forward and backwards.

For best results, you should create your model in a scale that is relatively close to what it would be in Quake units. That will minimize the clusterfucking that happens to it during export.

Another option, if both programs support the format, would be to use .obj for your interchange format. It natively supports floating point vertices (it's actually a text-based format).

Quake / Re: Quake 2 mapping
« on: June 19, 2014, 07:51:16 PM »
Electrified, I actually have a dozen or so .map files for Quake2World that you could open up in your editor of choice for Quake2. It's a lot easier to learn when you can fly around a map that someone has already built and poke / prod at it:

Ones that you likely have textures for include:

The rest would still load fine, but will be missing textures for you.

In terms of editors, I would recommend:

GtkRadiant 1.6.4 - Industry standard, best support for additional games
QERadiant - A stepping stone to GtkRadiant and adequate for Quake2
WorldCraft 1.6 - Quake1 mappers still cling to this, so you can probably find help from that community

Quake / Re: Quake 2 Map question
« on: June 18, 2014, 04:21:54 PM »
Right on. I watched jitspoe (Paintball2 maintainer) crank out a rocket launcher in 10 minutes in MilkShape3D. I couldn't do it, but I was really impressed with how efficient he was with it.

Quake / Re: Quake 2 mapping
« on: June 18, 2014, 04:17:47 PM »
Since no one has mentioned this yet..

Pan was nice / smart enough to archive the old RUST ( mapping tutorials:

Well worth a read through.

Quake / Re: Quake 2 Map question
« on: June 16, 2014, 08:50:56 AM »
I started mapping with Qoole in 1999, and then learned QeRadiant in 2000. I guess, having learned it when I was still a teenager, I never appreciated how odd / unintuitive it is. I've never found the mechanics of mapping to be difficult (with the exception of bending pipes) -- just the creative part :D

Quake / Re: Quake 2 Map question
« on: June 15, 2014, 03:31:18 PM »
Does anybody still check and/or post on that forum regularly? Been delving into learning modeling a little bit lately and it would be nice to have any place I could ask a question or two when I need to a get a decent answer within a day or two. I've asked a few questions on the Quark boards lately, and I doubt I'll ever get an answer.

The Q2 Cafe does still have activity, but it's almost entirely mapping-centric. For modeling, especially for Quake and Quake2, I would check out the Inside3d forums as well as #model_design on Freenode (this is the old Polycount community) as well as #terrafusion on QuakeNet (oldschool Quake mapping community, many of whom went pro and work in the industry).

Best of luck learning how to model! I was never able to pick it up.

Quake / Re: Quake 2 Map question
« on: June 14, 2014, 05:06:53 AM »
If you're not already familiar with the Quake2 Cafe, you should check it out!

Quake / Re: Inverted mouse
« on: April 27, 2014, 07:06:50 PM »
Inverted feels perfectly natural and fine to me.  I started with non-inverted at first and couldn't stand it; every time I would try to look up, I'd look down, and vice-versa.  Maybe I can't tell my up from down.   :D  Or maybe it's just more natural feeling.

I did play many years of flight-based games long before shooters, though, so that probably had a significant impact.

Same, for the same reason.

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