* May 19, 2013, 07:44:07 AM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Pages: [1] 2 3 4  All   Go Down
  Print  
Author Topic: wolfbr's mod/classic and acts textures(day,night,modern).  (Read 16138 times)
wolfbr


Turrets: +5/-25
Posts: 222


« on: November 02, 2009, 02:14:28 AM »

Graphics were much improved
textures Re-skin(humans,aliens,weapons)
new sounds
new gfx
new scripts
blood decals
dynamic lights
particle system improved
new menu music
acidball for adv gon
improved hud
and others stuffs.


new version b5(improved particle system, yellow blood for aliens, textures, acidball advgon, new sounds..) >16 MB

---
Finally, I decided to change the color of the aliens blood(yellow), I think it was better than red, more disgusting  Tongue. i improved the particle system, and made a minor change in the buidables, I modified the textures of the acts in 3 different ways, which are available in separate paks(modern, day, night).

----
acts textures:
modern>


day(please, rename to zzz-actswolfbr-day.pk3 Wink>


night>


please test it : D



----
Wolfbrmod classic:

http://img138.imageshack.us/gal.php?g=shot0000hv.jpg
beta 1:




the Quake's3 engine is good, it is possible to greatly improve the tremulous(graphically).


new links(thanks Chimaera)

ATCS-day http://trem.mczone.ru/base/actswolfbr-day.pk3
ATCS-night http://trem.mczone.ru/base/actswolfbr-night.pk3
ATCS-modern http://trem.mczone.ru/base/zzz-actswolfbr-%20modern.pk3
wolfbr mod http://trem.mczone.ru/base/zzz-WolfbrmodB5.pk3



----------------------------
SS(old version)

http://img686.imageshack.us/gal.php?g=shot0002m.jpg

http://img686.imageshack.us/slideshow/webplayer.php?id=shot0002m.jpg

http://img12.imageshack.us/g/shot0122w.jpg/

http://img511.imageshack.us/g/shot00281.jpg/

enjoy

===================
others versions(b4,b3,b2,b1)





« Last Edit: August 20, 2011, 06:33:48 PM by wolfbr » Logged
E-Mxp


Turrets: +27/-10
Posts: 722


« Reply #1 on: November 02, 2009, 05:55:23 AM »

Lucifer cannon looks hot! However, Superpie's footprint is all over the place.
Im curious what the soundfx changes are though.
Logged

wolfbr


Turrets: +5/-25
Posts: 222


« Reply #2 on: November 03, 2009, 12:34:03 AM »

I used some scripts of superpie, some things had been edited by me, but, the other things had been made by me.
some questions, somebody knows as to place glow in prifle and others weapons?
it is possible to place explosion/impact effects in the Lcannon and others weapons?
and it is possible to add bullets trains? and more blood?
thanks..

« Last Edit: November 03, 2009, 12:43:21 AM by wolfbr » Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #3 on: November 03, 2009, 12:43:36 AM »

obs: some sounds is from halo,fear,shogo and Alien vs Predator,rs
« Last Edit: November 06, 2009, 10:40:26 PM by wolfbr » Logged
ACKMAN


Turrets: +9/-20
Posts: 342


« Reply #4 on: November 18, 2009, 05:32:53 PM »

I put this mod in my server, sound didn't change. I know the mod has sounds inside, but my Tremulous isn't loading them :S
Logged
babaj


Turrets: +1/-2
Posts: 23


« Reply #5 on: November 25, 2009, 04:51:20 PM »

added mczone server http://tremulous.net/forum/index.php?topic=9745.msg148944#msg148944

Logged

http://mczone.ru/
Urban Terror - 89.108.75.88:27960
Tremulous 1.1.0 - 89.108.75.88:30720
Tremulous 1.2.0 - 89.108.75.88:30721
HellsAngelz


Turrets: +9/-32
Posts: 71


« Reply #6 on: December 04, 2009, 11:36:25 PM »

WolfBr I wish I had the ingenuity you did, I guess I think maybe i'm trying to keep it too "Tremulous"-like Tongue But a lot of your textures seem to fit in quite well.
Logged

wolfbr


Turrets: +5/-25
Posts: 222


« Reply #7 on: December 19, 2009, 07:41:58 PM »

thanks for the comments  Smiley
« Last Edit: January 21, 2010, 09:05:33 PM by wolfbr » Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #8 on: January 21, 2010, 09:07:16 PM »

the new version is ready, enjoy
Logged
Snake


Turrets: +43/-110
Posts: 541

1.1 > 1.2


WWW
« Reply #9 on: January 22, 2010, 06:14:15 AM »

Hey, it looks amazing, I'll upload it to my servers, thank you very much.
Logged

.
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #10 on: January 22, 2010, 06:27:11 PM »

thanks.
--
I would like to add a few things before releasing the final version, I believe that the effects can be improved(analyzing other quake's mod).

Logged
ACKMAN


Turrets: +9/-20
Posts: 342


« Reply #11 on: January 23, 2010, 02:45:33 PM »

Just to ask: why alien blood isnt green?
Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #12 on: January 23, 2010, 06:28:35 PM »

Just to ask: why alien blood isnt green?
simple, i like red blood Cool,however, it is easy to reverse.
exemple:
scripts/misc.particle

alienEvolvePS
{
  ejector
  {
    particle
    {
      shader sync gfx/damage/blood.tga

      displacement 0 0 0 ~0

      velocityType      static
      velocityDir       linear
      velocityMagnitude 150~75%
      velocity          0 0 1 ~50

      accelerationType      static
      accelerationDir       linear
      accelerationMagnitude 800
      acceleration          0 0 -1 0

      radius 0 5.0 30.0
      alpha  0 1.0 0.0
      rotation 0 ~360 -
      bounce 0.1
      bounceMark      2~2 32 gfx/blood/blood1
      color                 0 { 0.8 0.2 0.2 } -//(red blood. for green blood use it> "0 { 1.0 1.0 0.6 } -"

      lifeTime 1000
    }

    count 30
    delay 0
    period 5 - ~0%
  }
}

--------
later, I make a patch/pk3 that lets the green blood..

....
for next version  Wink

the explosion effects of the alien's buildings are good, so I'm improving the explosion effects for human buildings : )
« Last Edit: January 23, 2010, 06:41:06 PM by wolfbr » Logged
ACKMAN


Turrets: +9/-20
Posts: 342


« Reply #13 on: January 23, 2010, 07:18:20 PM »

Thank you.

And... about exploding buildings... wont that HUGEXBOX-effect lag?

__

[EDIT]

I've been testing it today. I have a problem: Blood doesn't "stick"(this isn't the correct word, is it) to walls like on screenshots :S
« Last Edit: January 23, 2010, 08:16:38 PM by ACKMAN » Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #14 on: January 23, 2010, 11:23:37 PM »

Thank you.

And... about exploding buildings... wont that HUGEXBOX-effect lag?

__

[EDIT]

I've been testing it today. I have a problem: Blood doesn't "stick"(this isn't the correct word, is it) to walls like on screenshots :S

about exploding buildings> no, I try to make nice effects, without significantly reducing the fps(my philosophy: your computer runs quake 3? then, it will run my mod without problems, Tongue)

about Blood doesn't "stick"> works perfectly here, maybe you should try to cause damage to the alien that are close to the walls(this effect works better with humans, as the blood "flies")
Logged
ACKMAN


Turrets: +9/-20
Posts: 342


« Reply #15 on: January 23, 2010, 11:36:44 PM »

Well. I didn't explain myself.

Blood doesn't stick to walls or to... anything. Just falls and disappears under the floor.
Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #16 on: January 24, 2010, 12:25:30 AM »

understand, this is normal, as if to put marks on all the particles, would greatly reduce the fps.
I'll straighten it out in a way that does not look so unrealistic
Logged
ACKMAN


Turrets: +9/-20
Posts: 342


« Reply #17 on: January 24, 2010, 12:47:06 AM »

No, you don't understand D:

Blood doesn't stick to walls or to... anything. Just falls and disappears under the floor.

This is what happens when i use your mod ^

And I want it to work.
Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #18 on: January 24, 2010, 01:07:36 AM »

you use other mods? maybe this could disrupt the functioning of my mod(incompatibility between 2 or more mod)
Logged
ACKMAN


Turrets: +9/-20
Posts: 342


« Reply #19 on: January 24, 2010, 02:27:12 AM »

I thought it was that ^

But I deleted all my mods and still not working (it made sounds work, though)

Could an updated UI cause this?
Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #20 on: January 24, 2010, 02:05:21 PM »

I thought it was that ^

But I deleted all my mods and still not working (it made sounds work, though)

Could an updated UI cause this?

perhaps, I use my mod in the pure tremulous(default), could be some setting in the game, I do not know what would be, because here it works perfectly.

apart from that the mod worked well?
---
preview for the next version> realistic acid tube(particles)


Logged
mooseberry
Community Moderators
*
*

Turrets: +666/-325
Posts: 3934


Hello.


« Reply #21 on: January 24, 2010, 11:17:07 PM »

I think you guys are talking about two completely different things.
Logged

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.
Kiwi


Turrets: +29/-9
Posts: 859


« Reply #22 on: January 25, 2010, 03:16:48 AM »

Is it just me, or do the alien buildables bleed red blood when they die?

-Kiwi
Logged

mooseberry
Community Moderators
*
*

Turrets: +666/-325
Posts: 3934


Hello.


« Reply #23 on: January 25, 2010, 05:08:35 AM »

Just you?
Logged

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #24 on: January 25, 2010, 12:06:48 PM »

I do not like green blood, red Blood is better Tongue
Logged
CreatureofHell


Turrets: +429/-123
Posts: 2351

Ash Nazg Durbatulūk, Ash Nazg Gimbatul.


WWW
« Reply #25 on: January 25, 2010, 04:28:23 PM »

Your morbid fascination with all this blood disturbs me  Undecided
Logged


Quote
<Timbo> posting on the trem forums rarely results in anything good
Jet~


Turrets: +8/-246
Posts: 58


« Reply #26 on: January 25, 2010, 06:01:13 PM »

I don't know if you ever thought of implementing this but how about making it so that the aliens bleed green blood and the humans red =P. Its just me personally but don't mind my little suggestion though e_e.

Jet~
Logged

The real world and computer world couldn't be further apart.

>.>Jet<.<
ACKMAN


Turrets: +9/-20
Posts: 342


« Reply #27 on: January 25, 2010, 07:30:04 PM »

I do not like green blood, red Blood is better Tongue

He could, but he wont.

Anyway you can edit the mod to make it work as you want:

scripts/misc.particle

alienEvolvePS
{
  ejector
  {
    particle
    {
      shader sync gfx/damage/blood.tga

      displacement 0 0 0 ~0

      velocityType      static
      velocityDir       linear
      velocityMagnitude 150~75%
      velocity          0 0 1 ~50

      accelerationType      static
      accelerationDir       linear
      accelerationMagnitude 800
      acceleration          0 0 -1 0

      radius 0 5.0 30.0
      alpha  0 1.0 0.0
      rotation 0 ~360 -
      bounce 0.1
      bounceMark      2~2 32 gfx/blood/blood1
      color                 0 { 0.8 0.2 0.2 } -//(red blood. for green blood use it> "0 { 1.0 1.0 0.6 } -"

      lifeTime 1000
    }

    count 30
    delay 0
    period 5 - ~0%
  }
}

Anyway he said:
later, I make a patch/pk3 that lets the green blood..

So maybe if you wait you'll get it.
Logged
wolfbr


Turrets: +5/-25
Posts: 222


« Reply #28 on: January 29, 2010, 02:29:10 AM »

Your morbid fascination with all this blood disturbs me  Undecided

not fascination with blood, but for realism : )

Quote
He could, but he wont.

Anyway you can edit the mod to make it work as you want:

yes, but, can not change the color of blood just using scripts, some images should be replaced by other ( gfx/blood/..), some blood images are slightly colored red, then the blood is not green in game

------

some images(next version)

hive atack(beta) >

smoke effects > 


Logged
Haraldx


Turrets: +14/-69
Posts: 371

Kicking human asses since 2006


« Reply #29 on: January 29, 2010, 02:17:18 PM »

Link dead  Huh?
Logged

...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES
Pages: [1] 2 3 4  All   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!