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heeen's blame forum • View topic - Let's build Blame style Quake3 maps
 
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<  Fanart  ~  Let's build Blame style Quake3 maps

PostPosted: Sun Jul 24, 2005 4:03 pm
Site AdminPosts: 322Location: GermanyJoined: Wed Feb 04, 2004 5:08 pm


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PostPosted: Sun Jul 24, 2005 4:29 pm
Silicon CreaturePosts: 90Location: USAJoined: Tue May 31, 2005 2:10 pm


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PostPosted: Mon Jul 25, 2005 1:10 am
Site AdminPosts: 322Location: GermanyJoined: Wed Feb 04, 2004 5:08 pm


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PostPosted: Wed Jul 27, 2005 9:11 pm
Electronic KnightPosts: 307Location: Bay Area, CA, USAJoined: Sun Jun 12, 2005 3:56 pm


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PostPosted: Thu Jul 28, 2005 4:06 am
HumanPosts: 9Joined: Sun Jun 05, 2005 1:52 pm
Hmm, I actually DO have a background in 3D level design (Mostly Half-Life), which is why I say this is no small task you lay before us. I remember my last project took me 6 months, and I don't see a Blame scale level taking any shorter, especially with other things going on in life, like work, and soon the inevitable return to college.

Its not impossible, its just far more work than you imagine.


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PostPosted: Thu Jul 28, 2005 3:11 pm
ExterminatorPosts: 137Location: Valdivia, ChileJoined: Wed Feb 04, 2004 8:07 pm
I've also dabbled a bit in level design sporadically since Quake was released and I agree with pieceofsoap. It's quite a lot of work. Besides we don't even have a texture set to work with, so what could be done right now amounts mostly to plain, untextured, unlit geometry, and even that would take tons of work.
I think the only way a BLAME!-like world could ever be created by fans is with some sort of procedural method; a hybrid approach that's guided by artists would probably give the best results. Even if we took that approach, we still need textures, so maybe we should focus our efforts on that first. Building a good texture set is also a lot of work, but it's absolutely necessary for any approach you wish to take later on; and besides, I bet more people on this forum know their way around Photoshop and similar programs than they do with QERadiant.


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PostPosted: Thu Jul 28, 2005 10:53 pm
Electronic KnightPosts: 307Location: Bay Area, CA, USAJoined: Sun Jun 12, 2005 3:56 pm
Yeah, psiberpunk is right. I can definately make textures.


On a random note, this would be a virtually impossible task, but wouldn't it be great to make an Unreal Tournament mod focussed around BLAME! ? Basically, you'd have races of human, silicon creature, safeguard, and cyborg. The guns could be taken straight out of the manga (there's a good selection) including the GBE, which would have a horrendously slow rate of fire, but could be charged up and would kill most things in one hit. Upon firing however, it would do damage to the wielder (the damage would vary with how charged up it is to represent the kick). I'm pretty sure it would be too much work for such a small group of individuals though.


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PostPosted: Thu Jul 28, 2005 11:29 pm
ExterminatorPosts: 124Location: GermanyJoined: Wed Feb 16, 2005 4:34 pm
Blame! mod for any game would be just awesome but we we have not enough manpower or people with mod experience...
but hey lets dream 8[

btw I never made any textures but I think I'm able to..,


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PostPosted: Thu Jul 28, 2005 11:49 pm
ExterminatorPosts: 137Location: Valdivia, ChileJoined: Wed Feb 04, 2004 8:07 pm
Hey, if we join efforts something might actually come out of this! I'm pretty good at coding and character modeling, so I can help out with that. I had made a Safeguard Exterminator (see avatar) but I tragically lost it in a hard drive accident :(. Nevertheless I was planning on making another one, and a Killy model for a small project of my own, but I could definitely share those for some common effort. I think with those two models ready we could do something simple for starters.

heeen: by the way, I've dropped that side-scroller idea because I realized I suck at drawing (and I'm too lazy to improve), so making sprites was out of the question. Now I've been looking into OGRE again in more detail and it's really cool. I know you have your own plans for the engine, so we can go separate ways for now as far as coding goes and see what comes out of that, but I can definitely share character models for whatever you're making. What kind of model format are you using? (for clarity I repeat, the models are not actually done yet)

darkangel012: from your site it looks like you handle yourself well with vector programs. I bet you could make some great textures with those skills. An important thing you must consider when making a texture though is how it tiles, i.e. how it looks when it's placed adjacent to itself in different directions. Some textures don't need to tile, but others have to tile horizontally or vertically and some must do both. Just mentioning this in case you didn't know.

edit: Which version of Killy do you guys think I should take as a reference when making the model? I'm partial to the Vol.10 Playford look.


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PostPosted: Fri Jul 29, 2005 1:51 am
Electronic KnightPosts: 307Location: Bay Area, CA, USAJoined: Sun Jun 12, 2005 3:56 pm
Yeah, the Playford version would probably be best. It looks the most official.


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PostPosted: Fri Jul 29, 2005 6:46 am
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PostPosted: Fri Jul 29, 2005 2:36 pm
ExterminatorPosts: 137Location: Valdivia, ChileJoined: Wed Feb 04, 2004 8:07 pm
Yeah, that's probably a good start. We still need textures though :)


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PostPosted: Fri Jul 29, 2005 4:59 pm
Site AdminPosts: 322Location: GermanyJoined: Wed Feb 04, 2004 5:08 pm
i had a look at the quake1 retexturing project, but i don't know if its ok to use their textures in a different project http://facelift.quakedev.com/retexture/


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PostPosted: Fri Jul 29, 2005 6:47 pm
ExterminatorPosts: 137Location: Valdivia, ChileJoined: Wed Feb 04, 2004 8:07 pm
According to their FAQ they're not copyrighted in any way, so you can use them for anything you like as long as you mention the source.
I'm not sure on how fitting these textures are for a BLAME! style level, but I guess we could use them as base textures and then modify them to suit our needs.


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PostPosted: Fri Jul 29, 2005 7:27 pm
Electronic KnightPosts: 307Location: Bay Area, CA, USAJoined: Sun Jun 12, 2005 3:56 pm
There are some ones of metal that would work ok. None of the demonic/dead stuff would work well though. Perhaps they're a bit too brownish and dark too.


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