Page 2 of 6 FirstFirst 1234 ... LastLast
Results 16 to 30 of 80

Thread: The "What are you working on?" thread!

  1. #16
    Senior Member Xao's Avatar
    Join Date
    Aug 2012
    Posts
    153
    Quote Originally Posted by S.J View Post
    Well, I finally got my greedy hands on the WrackEditor

    I think most gamers will recognize the first screenshot below from an oldie but goodie

    Attachment 50 Attachment 51

    I'm used to working in HammerWE which has a different way of doing things. I've played with the editor for a couple of hours now and still getting used to the games texture set and feel but setting up geometry has never been easier. I'm having some trouble understanding some of the more advanced features such as (sliding) doors, moving platforms, skyboxes and just a general understanding of how the triggers and flags work. It would be great if someone could point me in the right direction

    as for triggers and flags, have the argument the same tag as the object you want it to move/change
    sliding doors, choose Door>SlidingDoor
    moving platforms should be Door>SlidingDoor, set the activation to somthing like "none" i think, then set it to repeat.
    i havent used skyboxes, but i assume make a big box? ._.

    hope some of that helps
    Key supporter of the official Wrack Wiki.

  2. #17
    Junior Member Datra's Avatar
    Join Date
    May 2012
    Posts
    23
    Reviving this topic a little, I have a few custom models into the game now.
    BETA0004.jpgBETA0000.jpgBETA0001.jpgBETA0002.jpg
    That's just one of the models. It doesn't have textures on it yet because I suck at texturing. That and the model exports with duplicate vertices which seems to cause problems for textures. For which I have no idea why.
    You may also find me on the Chex Quest Fan Forums at www.chexquest.org.

  3. #18
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011
    Posts
    532
    Pretty neat there, Datra! What you've got there kind of reminds me of some of the things I'd like to do with E2M1.

  4. #19
    Senior Member Xao's Avatar
    Join Date
    Aug 2012
    Posts
    153
    looking good
    Key supporter of the official Wrack Wiki.

  5. #20
    Member The Doom Freak's Avatar
    Join Date
    Jun 2011
    Location
    Doomsville
    Posts
    71
    Quote Originally Posted by Datra View Post
    Reviving this topic a little, I have a few custom models into the game now.
    BETA0004.jpgBETA0000.jpgBETA0001.jpgBETA0002.jpg
    That's just one of the models. It doesn't have textures on it yet because I suck at texturing. That and the model exports with duplicate vertices which seems to cause problems for textures. For which I have no idea why.
    Maybe you have open edges. Are you sure it's welded up?

  6. #21
    That really shouldn't have any significance, there's plenty of cases where you use parts of models that aren't closed all around.

  7. #22
    Senior Member Xao's Avatar
    Join Date
    Aug 2012
    Posts
    153
    Move from the other thread:
    got a WIP, not sure how much more work i'll do on it though.
    http://puu.sh/258hN
    http://puu.sh/258qS
    http://puu.sh/258tV

    Edit: the forums seem to be going down a lot over the past few days.
    Key supporter of the official Wrack Wiki.

  8. #23
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011
    Posts
    532
    Quote Originally Posted by Xao View Post
    Edit: the forums seem to be going down a lot over the past few days.
    Okay so it's not just me. I'll... have a word with our host about this.

  9. #24
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011
    Posts
    532
    Posted this earlier on EL FACEBOOK page:



    Trying to have more windows to outdoor areas, larger rooms, more interesting architecture, etc.

  10. #25
    Super Moderator FandaTrotl's Avatar
    Join Date
    May 2012
    Location
    Czech republic
    Posts
    168
    New player character, Gnash?
    *sarcasm alert*
    Last edited by FandaTrotl; 03-02-2013 at 11:54 AM.

  11. #26
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011
    Posts
    532
    Redoing the hands and weapon animations.

  12. #27
    Super Moderator FandaTrotl's Avatar
    Join Date
    May 2012
    Location
    Czech republic
    Posts
    168
    I like your approach to a bit more different geometry. If I may suggest something, try to get rid of the lights at the very top and have the daylight light it up slightly.

  13. #28
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011
    Posts
    532
    How about this?



    I'm trying some both wider and taller room/hallway designs. I've been playing through some other games lately (like Quake) looking for pointers, and one of the things I've noticed is that both the ceilings are typically taller and the hallways are typically wider - and you move SLOWER in those games! So, I really feel like Kain needs some more room to run around.

  14. #29
    Senior Member decino's Avatar
    Join Date
    May 2012
    Posts
    156
    Quote Originally Posted by Carnevil View Post
    So, I really feel like Kain needs some more room to run around.
    You're doing everything good. I believe TotalBiscuit mentioned this as well.
    Check out the Wrack wiki for all your Wrack info and tutorials!

  15. #30
    Administrator Carnevil's Avatar
    Join Date
    Jun 2011
    Posts
    532
    Here's another one:


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •