Screenshots of what you're doing

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Wed Jun 03, 2009 7:05 pm

  • so im making an assault map called: The underground of Silvercity Reloaded

    Story:
    Jear 2068, a group of terrorists (defenders) had finished the work on the nuclear rocket and want to destroy Hawaii because there are scary, horrible and they practice only DIRTY dancing.
    And the holydaymaker (attacker) have to defend Hawaii or they will have radiating holidays.
    And because they dont want to have an untimely end of the holydays of all of them they have to destroy the controller of the rocket and have to disarm the nucrear rocket.

    ok here the screenshots (only from radiant):

    A hole where the rocket start from:
    Image

    4 players have stand at the same time on the blue marked fields to activatee the first objective, then the jumppad(also the door) moves up (the misc follow moves the trigger push)
    Image


    Tis shield should warn about the next stage but before you have a controll point ;) (screen 4):
    Image

    Screen 4: the target speaker and the func spawn (should) simulate an onslaugh cp :)
    a cp. icon model will be spawned and the you'lll hear the normal build and built announcers:
    Image
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    Sven
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Wed Jun 03, 2009 8:38 pm

Thu Jun 04, 2009 3:36 am

  • Do you recognize this map?

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    To prove that DP is a great renderer i decided to put as much eye candy as i can on a classic map without fundamentally changing it. I don't intend to stop until it looks at least as good as Doom3. So far I made a few usable textures and added a bunch of handrails. Any help or ideas are welcome.
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    ihsan
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Thu Jun 04, 2009 4:07 am

Thu Jun 04, 2009 12:48 pm

  • [-z-] wrote:crazy and omg that's a lot of entities

    trigger_relay_teamcheck=> triggeronce=> target_speaker + trigger_relay=> target_speaker + objective_decrease*=> trigger_spawn=>misc_model
    *=>target_objective
    xD simulator for assault-onslaught-cp :D

    and the new basement looks gO.Od :)
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    Sven
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Fri Jun 05, 2009 1:50 pm

  • nice one ihsan
    Aneurysm 4 the win !!!!! :D
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    cortez
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Mon Jun 08, 2009 7:51 pm

Wed Jun 10, 2009 6:11 pm

  • heres something i finally got back around to making . this is more of an architectural and geometrical exercise . I dont know if it will be worth playing , but this is more for me to gain experience in mapping .

    ImageImage
    Master ? Do you call me Grasshopper because I am cunning and stealthy?
    NO ! Because you are Ugree , Rike insect !
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    Grasshopper
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Wed Jun 10, 2009 6:34 pm

Wed Jun 10, 2009 6:36 pm

  • wow cool :D but a bit bright it needs more contrast or floodlight :wink:
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    Sven
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Wed Jun 10, 2009 7:24 pm

  • i usually tweak lighting last . it does seem a bit bright right now . thats just so i can see things during test runs .
    Master ? Do you call me Grasshopper because I am cunning and stealthy?
    NO ! Because you are Ugree , Rike insect !
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    Grasshopper
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Thu Jun 11, 2009 10:56 pm

  • Image
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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    Doc-Pyton
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Thu Jun 11, 2009 11:16 pm

  • Cool! I want one! :)
    http://www.odf-online.org/ Home to Flight Back, D321GO!, and other Descent related projects, all open source!
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    Darcshadow7
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Thu Jun 11, 2009 11:26 pm

  • ihsan wrote:To prove that DP is a great renderer i decided to put as much eye candy as i can on a classic map without fundamentally changing it. I don't intend to stop until it looks at least as good as Doom3. So far I made a few usable textures and added a bunch of handrails. Any help or ideas are welcome.

    tbh I would advise trying to shoot for beyond Doom 3 at this point. It's five years old after all. I don't think the comparison would really speak favorably for the DP engine.
    Shoe
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Sat Jun 13, 2009 12:47 am

Sat Jun 13, 2009 12:56 am

  • Nice :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sat Jun 13, 2009 1:29 am

  • Good job!
    http://www.odf-online.org/ Home to Flight Back, D321GO!, and other Descent related projects, all open source!
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    Darcshadow7
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Sat Jun 13, 2009 1:38 am

Sat Jun 13, 2009 3:25 am

Sat Jun 13, 2009 3:34 am

  • It retains enough of the original to not look totally foreign, yet smooths out so many of the rough edges that it's a noticeable improvement. It'd be nice to see similar makeovers with the rest of the models. Good work.
    Shoe
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Sat Jun 13, 2009 3:44 am

  • Doc-Pyton wrote:here are some shots with an older nexmodel-replacement ...
    I used it to test the .md3 file ... the scaling is wrong and it has no shaderscripts ...

    yes plz.
    Seriously though, it'd be awesome if that were to be integrated. That's one of the most kickass guns I've seen.
    Roanoke
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Sat Jun 13, 2009 6:52 am

Mon Jun 15, 2009 6:10 am

  • @roanoke

    to implement that rifle should'n be that difficult ...

    but there's one Problem for now :

    Someone told me Nexuiz 2.5 dont support .zym files anymore ... is that true ?
    When i tryd to replace a weapon with a .zym nothin happened, even when i ereased the original .dpm and .zym files in the data .pk3 ... there were still the old models appearing in the game ... O_o ... donno why ... but i stopped to mess around with the zym's and tryd to get familar with the .dpm files ...

    My Problem with .dpm is : i dont know how to fucking make them ... -_-' ...
    Most times i found only the words : "I dont know much about dpm, but its a new model format for the dark places engine and its much better than .zym" ... man thats information ! I'm sure i wouldn reconize that if no one told me ... -_-

    however when i have a way to create a workin .dpm file ( as i know it should be as quite the same as the .zym file with litte differences but im not sure )
    i will make some package with that old nex rifle ...
    Maybe someone can tell me more about this .dpm ? ( searchin this Forum is really really !! hard and needs a lot of time ... )

    Image
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    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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    Doc-Pyton
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Mon Jun 15, 2009 8:58 am

  • ATSG 8 look svery nice! :D
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Mon Jun 15, 2009 10:23 am

Tue Jun 16, 2009 5:27 am

  • thanks for that link ... with the tool and its explanation i went further pretty fast ...
    Only a few problems with the animation remaining ...
    I hope i can get rid of that too ...

    looking forwards to the release of my first complete weapon pk3's for replacement ...
    Image

    Best Maps-History :
    - Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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    Doc-Pyton
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Tue Jun 16, 2009 6:20 am

  • Doc-Pyton wrote:thanks for that link ... with the tool and its explanation i went further pretty fast ...
    Only a few problems with the animation remaining ...
    I hope i can get rid of that too ...

    looking forwards to the release of my first complete weapon pk3's for replacement ...


    Will these be opensource (GPL etc)?
    tundramagi
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Tue Jun 16, 2009 7:29 am

Tue Jun 16, 2009 2:23 pm

  • wow so awesome!! but the thing with the shotgun: we've a very cool one
    ...make a crylink and a seeker ;)
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    Sven
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Fri Jun 26, 2009 12:25 am

  • Image

    Image
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    Image
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    C.Brutail
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