Wolf: MP


(Mateos) #82

The lighthouse could be a model, since it can’t be reached by foot?

Nice progress!


(twt_thunder) #83

If you like me to, I could make an lighthouse model for you to try. just need some info about modeltype and limits


(.Chris.) #84

Thanks for the offer thunder but it’s simple enough to make from patches and brushwork. We do require some models for props though, will be making a post soon regarding this when compiled a list.

Additionally because we’ll be using megatexture terrain the size of the terrain model is vastly larger than the actual playable area of the map. I’ll be allowing the player to go a bit further out than the original map just for eye candy purposes. The coast line will be longer and the area behind the bunker will be expanded to show a road leading away inland. Some additional structures will be placed to populate the area more. Also because of the draw distance in ETQW we don’t need to use fog to mask the horizon, as such we plan to eventually place a battleship model far away that will get blown up if the Axis can defend the map and possibly have the ship bombard the coast if allies win. We’ll need a model for this.


(light_sh4v0r) #85

Sounds good Chris :slight_smile:


(.Chris.) #86

Here’s quick building I made to test some textures out with, click for larger version.

Need some non-modern windows :slight_smile:


(ailmanki) #87

That looks really great!
Only one suggestion remark I have, the walls look kinda flat, maybe have some of the wooden structure stand out. To give it more depth. Maybe only the main supporting ones.


(Mateos) #88

I expect this engine to support normal maps, it should be enough for the depth?


(.Chris.) #89

Just checked the normal map, it’s wrong, the wood is inverted so it’s going inwards instead of outwards, will try fix it. Also I find normal maps seem to not show up that well for outdoor areas in ET:QW for some reason. When making a real map using this style there would be more geometry standing out as ailmaki suggests which will break up the flatness, this was just a quick 10 minute mock up. Going to try find some nice window textures next.


(Mateos) #90

Normal maps are based on lighting, so from a skybox there’s almost no depth, or you had to have a high level on it (cf. Fallout New Vegas Updated Normals with horrible normal maps, but ingame you have depth x) ).


(twt_thunder) #91

http://www.crazybump.com/

great program but costs woooa :slight_smile: but you should try the free trial just for fun :smiley:


(.Chris.) #92

Yeah, I’ve since downloaded it, used to use it back when it was free beta or so.


(matsy) #93

Glad to see this mod is still being worked, the quality is the best I’ve seen!

One thing, which I assume this mod won’t cover but the idea of it I find really exciting is Axis or Allies vs. Strogg!

An easy premise (He says…) would be using the Wurzburg Radar remake. Have the Strogg crash land (liking the idea of the Quarry crash site), and then try and steal the radar parts to message home for a pick up (and bomb of the facility). If the time runs out the Axis bombers successfully arrive to blow up their ship, or gas the whole area to get their technology!)

Just to be fair, the Allies should maybe be attacking Wake Island only to find the Japs have already been wiped out by the Strogg, and now it is a fight to destroy a bigger threat. Thinking some Strogg structure that goes underground as the final objective (like Slip Gate), while the start of the objective is a dual beach attack for spawn points and destroying the shield generator!


(.Chris.) #94

Interesting idea but we’ll be sticking to Allies vs Axis.

I’m tempted to play with the idea of some Wolfenstein inspired weapons and vehicles later on as part of the ‘hybrid’ gamemode. I’m planning to have maps on the scale of ET which will play similarly to that game but also include maps that lean more towards ET:QW but with less spam and will form the hybrid mode. Vehicles will be used sparingly like in ET:QW pro with most been light vehicle, perhaps one slow moving heavy per team. Deployables will be totally gone but replaced with appropriate anti-vehicle weapons and perhaps anti-vehicle mines and/or traps for engineer to build. This will take some work to make and balance so for now we’ll be focussing more on the ‘classic’ mode and style of maps.

Sadly though I’ve not heard back from the other members of the team, I had messaged them last week or so but no replies of yet, we’ve managed to secure an enthusiastic coder but there’s no point in getting too carried away with the others’ input.


(BackSnip3) #95

Merry Christmas to all of you!

[QUOTE=matsy;484965]Glad to see this mod is still being worked, the quality is the best I’ve seen!

One thing, which I assume this mod won’t cover but the idea of it I find really exciting is Axis or Allies vs. Strogg!

An easy premise (He says…) would be using the Wurzburg Radar remake. Have the Strogg crash land (liking the idea of the Quarry crash site), and then try and steal the radar parts to message home for a pick up (and bomb of the facility). If the time runs out the Axis bombers successfully arrive to blow up their ship, or gas the whole area to get their technology!)

Just to be fair, the Allies should maybe be attacking Wake Island only to find the Japs have already been wiped out by the Strogg, and now it is a fight to destroy a bigger threat. Thinking some Strogg structure that goes underground as the final objective (like Slip Gate), while the start of the objective is a dual beach attack for spawn points and destroying the shield generator![/QUOTE]

Sounds great, but first we’ll try to finish the job :tongue:
Always great to see good ideas from people, if you would like to participate in this mod’s creation, leave us a PM, either to .Chris. or to me :slight_smile:


(twt_thunder) #96

could also try this Chris : http://www.mapzoneeditor.com/index.php?PAGE=DOWNLOAD
but its not close to crazybump…
but atleast its free


(.Chris.) #97

Yes, I have Mapzone too. To be honest the normal maps it produces are quite nice but in order to get them you need to go through longer process and as far as I know it doesn’t export to .tga so have to convert from .png to get them in game.


(twt_thunder) #98

lol got carried a bit away when making ammo-box…

need to change the texture… got a bit too rusty



(.Chris.) #99

Nice work, if you are interested in making some more small props come on IRC #biatch on quakenet and can discuss there about what is required.


(twt_thunder) #100

I will make some props for you Chris, very soon fed up with mapping :slight_smile:
but I never used IRC… what is it?


(Mateos) #101

It’s a chat protocol, see there for the login:
http://webchat.quakenet.org/

You can add ?channels=Name after the / in the URL above to autofill the channel field :slight_smile: