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View Full Version : DM-Fragpipe (Remake Quake2)


apophis3d
01-08-2008, 11:08 AM
see next page for latest map updates

apophis3d
01-10-2008, 12:20 AM
Here are a few screenshots not much to look at right now. All the lighting is not the final lighting mostly all work lighting.

http://i26.photobucket.com/albums/c102/apophis3d/frag1.jpg

http://i26.photobucket.com/albums/c102/apophis3d/frag2.jpg

cUnNiNg_StUnTs
01-10-2008, 07:34 AM
wow you do work fast though :rockon:

apophis3d
01-13-2008, 10:48 PM
Here it is FragPipe 2k8 Alpha1 (Quake II remake)

Note: The FragPipe is not functional in this version sorry

Please test let me know what you think all input is great. So I can make changes and what not.

See new link below and above

cUnNiNg_StUnTs
01-14-2008, 07:44 AM
Where do the "Effects" files go?

Can you include a readme with what needs to happen with that file?

cUnNiNg_StUnTs
01-14-2008, 08:05 AM
For now all I can offer is it needs more lighting, it's way to dark in most areas.

Some areas seem like the only light in the room is the glow of the green slime.

So dark to the point where I can't recognize it from the original.

fragnbrag
01-14-2008, 08:45 AM
heh, nice :) i was thinking of re-making my 2k4 remake of SuddenDeath - trouble is it would look like yours is looking right now, which looks exactly like the map i'm working on now, which looks exactly like someone else's map, which looks like someone else's map etc etc - we all need to get more tech meshes from somewhere!!!!!

cooloola
01-14-2008, 08:59 AM
heh, nice :) i was thinking of re-making my 2k4 remake of SuddenDeath - trouble is it would look like yours is looking right now, which looks exactly like the map i'm working on now, which looks exactly like someone else's map, which looks like someone else's map etc etc - we all need to get more tech meshes from somewhere!!!!!
Get off your lazy ass and make your own!!! It's much more fufilling making a map from scratch then reassembling someone else's static meshes.

DeadMeatGF
01-14-2008, 09:13 AM
Get off your lazy ass and make your own!!! It's much more fufilling making a map from scratch then reassembling someone else's static meshes.
Go on then - post UP a tute teaching me from no knowledge at all right through to getting the final mesh into UT3, using only free software, not taking more than 30 minutes a night, 4 nights a week and getting me proficient in less than 3 months, and I'll give it a go.

apophis3d
01-14-2008, 11:58 AM
Thanks for the feedback guys. I am going to work on getting more light into it. Lighting a levels always a painful process.

More tech meshes would of been nice in this version of UT seems like they have less than 04. As for making my own meshes I could do that but I just don't have the time to do so. The editor takes enough time as it is, with all my classes which are 3d modeling related so yeah.

But taking that into note maybe in the near future ill work on a tech mesh package and post it on the forums so keep a look out for one.

apophis3d
01-14-2008, 11:59 AM
Sorry about not putting the readme in the file.

The files should be placed into the folder that I zipped them into.

For example:

Effects = Effects folder
Maps = Maps folder

cooloola
01-17-2008, 01:17 PM
Go on then - post UP a tute teaching me from no knowledge at all right through to getting the final mesh into UT3, using only free software, not taking more than 30 minutes a night, 4 nights a week and getting me proficient in less than 3 months, and I'll give it a go.
http://www.blender.org/download/get-blender/

http://www.blender.org/education-help/quickstart/
http://www.blender.org/education-help/tutorials/
http://www.blender.org/education-help/video-tutorials/

That should be a good start, and by my calculations you have 24hrs to learn blender, and in 24 hours you should be able to learn of blender's techniques. As for getting meshes into UT3 i have no idea how to do so, as i can't run UT3 on my ****ty rig.

XYZ8000
01-17-2008, 01:28 PM
http://www.blender.org/download/get-blender/

http://www.blender.org/education-help/quickstart/
http://www.blender.org/education-help/tutorials/
http://www.blender.org/education-help/video-tutorials/

That should be a good start, and by my calculations you have 24hrs to learn blender, and in 24 hours you should be able to learn of blender's techniques. As for getting meshes into UT3 i have no idea how to do so, as i can't run UT3 on my ****ty rig.

Add: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

Image editing: http://www.gimp.org/downloads/

Have fun :p


Now I'll download the map and try it out :)

apophis3d
01-17-2008, 04:24 PM
Just as a map update, I am do not have and exact date on when the next version will be released. I would like to take the next version of this level out of its Alpha stage and move it into a more finalized beta version of the map. However I have been encumbered with a massive Zbrush project that needs to be completed in less than a week, so I will not have much time to work on the level.

apophis3d
01-19-2008, 11:36 PM
FragPipe update!

Well I managed to find some time between my classes to release the second Alpha versions of FragPipe.



Gameplay Updates:

*Central Room has working doors
*Door that opens up to the double damage is on a random timer. To reduce abuse of the double damage.
*Central Lift now has working sound with the original QuakeII FragPipe lift chain lift sound!
*Floor Lift that takes you from the first level to second level now has working doors. The top door is only accessible when the player rides the lift up.
*The FragPipe itself is now operational!!!! More scripting will be added to the FragPipe at a later time for a more dynamic experience. (side note the trigger is visible that way the player knows where it is and can press it on an unsuspecting frag! A custom mesh will be added later.

apophis3d
01-21-2008, 05:03 PM
Been real busy cranking out this latest version of FragPipe. Took a massive kismet script to get everything working right and it's still not totally working right but its close!

Doweload: Dm-FragPipe 2k8 Alpha4 (http://www.apophis3d.net/downloads/dm-fragpipe2k8a4.zip)

GamePlay:

*FragPipe is fully working with all of it's features, its just missing it's button mesh. Also the trigger is still ignoring that fact that the script is running and will allow a player to reset the trigger over and over during the sequence.

Sounds:

*All of the sounds are current working in the level from lifts to doors and beyond. Subject to minor tweaking.

*Main center lift had a sound change to better match its appearance.

Visuals:

*Increased lighting in dark areas to better blend between light and dark shadows.

apophis3d
01-24-2008, 09:06 PM
http://i26.photobucket.com/albums/c102/apophis3d/switch.jpg

This is the switch that will control the Fragpipe. Model is not in a finished state it still has a lot of stuff to be modeled. This is it's lower poly form, it will be normal mapped, and specular mapped when done.

apophis3d
01-27-2008, 05:45 PM
This is the first beta of FragPipe 2k8 (Quake II Remake)

Beta Support: http://www.apophis3d.net

Beta Changes

-Switch meshes added
-Bot Support

Install Instructions:

DM-FragPipe_2k8_Alpha2 config file = Maps folder
DM-FragPipe_2k8_Alpha2.ut3 = Maps folder
DM-FragPipe_2k8_Alpha2_LOC_int.upk = Maps folder

Dm-Fragpipe 2k8 Beta 1 (http://www.apophis3d.net/downloads/dm-fragpipebeta.zip)

http://i26.photobucket.com/albums/c102/apophis3d/f4.jpg

http://i26.photobucket.com/albums/c102/apophis3d/f3.jpg

http://i26.photobucket.com/albums/c102/apophis3d/f2.jpg

http://i26.photobucket.com/albums/c102/apophis3d/f1.jpg

apophis3d
02-04-2008, 02:10 AM
Here is the PS3 version of the beta enjoy! Let me know if it has any issues.

PS3 Version Dm-Fragpipe 2k8 Beta 1 (http://www.apophis3d.net/downloads/PS3.zip)

Matroskin
02-04-2008, 08:55 AM
I think hat for ur control pannel u r wasting some polys.

All rounded things could have less polys (20-26 segments for outer edge could be more than enough), especially those with tiny radius.

Also those champhers on edges could be larger, cause u have spent polys on them, but they r not enough visible ;) The good rule that I have learned a while ago is if u spend geometry for something, it should be worth it, e.g. visible. Othervise, it is better to do necessary details in a texture.

anyways, I am eager to test the map asap, I feel curious ;)

cUnNiNg_StUnTs
02-05-2008, 07:40 AM
Now we just need a window to the carnage, good work on the switch!

apophis3d
02-05-2008, 12:22 PM
A side note for PS3 Users

There seems to be an error with the postprocess volume in the fragpipe not turning off on the level startup like it should. I currently do not have a PS3 but I will be getting one within a day or so. That way I can do all my internal testing that way maps work perfectly upon release.

Sorry for the bugs on the PS3 version

see the maps section for the final release of the map