Lunkin's Journey updates
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- Raptors Creator
- Posts: 300
- https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
- Joined: Mon Mar 11, 2002 11:56 am
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Demo?
Errmmm, yikes, I dunno.
Originally I was planning to release it in instalments; 3 levels at a time. However, I'm working hard on it, and feel that I wanna save it all up until the end.
I am going be making a new movie from the first 5 levels, hopefully with stylish editing type stuff and dramatic effects.
Or I'll just cobble it together in a slightly ham-fisted way.
Errmmm, yikes, I dunno.
Originally I was planning to release it in instalments; 3 levels at a time. However, I'm working hard on it, and feel that I wanna save it all up until the end.
I am going be making a new movie from the first 5 levels, hopefully with stylish editing type stuff and dramatic effects.
Or I'll just cobble it together in a slightly ham-fisted way.
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- Psychotic DCEmu
- Posts: 724
- Joined: Sat Mar 02, 2002 3:22 pm
- Location: Salvador - Bahia - Brasil
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I like the idea of a new movie, dramatic effects would give it a commercial look
If you run windows, you would like to see VirtualDub, it has some neat filters, like motion blur and the ability of stamp you logo on the screen.
And you decision of hold it utill it's finished is good, but make sure it's bug free
If you run windows, you would like to see VirtualDub, it has some neat filters, like motion blur and the ability of stamp you logo on the screen.
And you decision of hold it utill it's finished is good, but make sure it's bug free
You are really working fast! And all these levels seem to be of the same quality. That is really neat!
Try my games : http://neotron-games.blogspot.com/
- Tyne
- Pimp DC Devver
- Posts: 1684
- Joined: Wed Oct 17, 2001 7:44 pm
- Location: Canada, Ontario
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inside3d.com has tons of tutorials.DCmad wrote:look for this details and textures :o
both Tyne and you work really fast.
BTW, don't you have any newbie tutorials there? i'm trying to make a monster from scratch and don't go anywere so good as you...
by the way, nice work ajay ;)
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
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- DC Developer
- Posts: 273
- Joined: Wed Nov 13, 2002 11:11 am
- Location: Dallas, TX
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This mod is looking incredible.
I noticed some time ago, that you said you may have to give up on it being Dreamcast compatible, but someone suggested another way that it may still work. I never caught anymore about it after that. Are you still hoping to make it work on the DC, or will this be a PC mod?
I noticed some time ago, that you said you may have to give up on it being Dreamcast compatible, but someone suggested another way that it may still work. I never caught anymore about it after that. Are you still hoping to make it work on the DC, or will this be a PC mod?
Tis my sig.
I'm not making it with dremacast solely in mind; I have overcome one problem with it running on radquake; see my post in this thread with the shots of it running in winquake (if it does on winquake, it'll almost certainly run on radquake, apparently) however, i'm not going to spend too much time making sure it'll run - so no promises but fingers crossed
As for models, well I don't make any. I do convert other models e.g. quake 2 ones (lunkin is originally a q2 model) and some quake 3 ones (trees, rocks) although that's quite a bit harder. The conversion process is fairly simple - I use a combination of Quark, QuakeME and sometimes Quick3d - it gets slightly more complicated, depending on your experience, when it comes to coding for each model.
I'd like to write a tutorial, but 1) my knowledge has gaps , 2) I don't have time atm, and 3) I'm sure ther are better ones out there already (didnt TDA write one??)
Anyway thnx for the nice feedback. On to lunk7.bsp ...
As for models, well I don't make any. I do convert other models e.g. quake 2 ones (lunkin is originally a q2 model) and some quake 3 ones (trees, rocks) although that's quite a bit harder. The conversion process is fairly simple - I use a combination of Quark, QuakeME and sometimes Quick3d - it gets slightly more complicated, depending on your experience, when it comes to coding for each model.
I'd like to write a tutorial, but 1) my knowledge has gaps , 2) I don't have time atm, and 3) I'm sure ther are better ones out there already (didnt TDA write one??)
Anyway thnx for the nice feedback. On to lunk7.bsp ...
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- Psychotic DCEmu
- Posts: 724
- Joined: Sat Mar 02, 2002 3:22 pm
- Location: Salvador - Bahia - Brasil
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sure the only good matter would be 2, as a beginer tutorial is what we need (i...).ajay() wrote:...I'd like to write a tutorial, but 1) my knowledge has gaps , 2) I don't have time atm, and 3) I'm sure ther are better ones out there already (didnt TDA write one??)...
i'll look further for TDA's and maybe i show here what i was toying last night
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- QuakeDev Respected
- Posts: 592
- Joined: Thu Mar 14, 2002 1:15 am
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Fragger wrote a great tutorial AfAiK.
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
Actually I kinda lied I do keep dreamcast quake in mind; the 7th and 8th levels, could really be one level, but I reckon dc might struggle a little, so I've kept them seperate.
The current level (8th) I'm working on will be, similar to the 2nd and 3rd, one that will push dc a little.
As for the level design, thanks, but the proof of the pudding and all that
(I mean it might not seem so great when you're playing it )
The current level (8th) I'm working on will be, similar to the 2nd and 3rd, one that will push dc a little.
As for the level design, thanks, but the proof of the pudding and all that
(I mean it might not seem so great when you're playing it )
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- QuakeDev Mod
- Posts: 1233
- Joined: Wed Oct 17, 2001 7:44 pm
- Location: Indpls, IN USA
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I did write a Q3 to Q1 model conversion tutorial... but it is long lost and I'm sure there are easier ways to do it now anyway. My way required at least 3 different programs, had tons of steps and hand tuneing and couldnt convert animated objects while retaining the animation.
Lunkin is shaping up very very nicely. I cant wait to play the final product.
Lunkin is shaping up very very nicely. I cant wait to play the final product.
My old Sig was broken. Enter the new Sig!