Conscript is a Quake mod using the FTE Quake World engine that takes place in an alternate half-life 2 universe, through the eyes of a conscript

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Report RSS New hands in-game (view original)
New hands in-game
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TheUnabridgedGamer
TheUnabridgedGamer - - 1,671 comments

Louis: I got my hands, now where are my pills?!

also -- I take it this is the PC version? I doubt we'll see such visuals on PSP.

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Biodude Author
Biodude - - 2,029 comments

Yes this is the PC version, although the map texture quality in this map specifically is the same as the psp version ATM.

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Kokumotsu
Kokumotsu - - 528 comments

the models compared to the mapping stands out. . though this looks really nice. would the mapping be in similar texture as teh models?

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Biodude Author
Biodude - - 2,029 comments

ALL map textures will be redone

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Magic_Nipples
Magic_Nipples - - 1,325 comments

seems really blocky for the pc version. The hand used in the teaser video with the pipe wrench looked really smooth.

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Biodude Author
Biodude - - 2,029 comments

That hand was pretty low poly, the gloves and fingers were one, and the sleeves connected to the hands seemlessly, skin tight. This is supposed to look more 3d.

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jordanpino
jordanpino - - 94 comments

asta ahora tienen alguna fecha para una descarga?
up to now have a date for a download? D:

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Biodude Author
Biodude - - 2,029 comments

We still have quite a ways to go, we need many singleplayer maps, models animated/remade, etc

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jordanpino
jordanpino - - 94 comments

bueno igual de que queda !queda¡, aun asi ban por muy buen camino :D
that is equally good! is, even so ban on the right track :D

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Sgw32
Sgw32 - - 212 comments

How have you done transparent shadow casting?

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Biodude Author
Biodude - - 2,029 comments

Not sure, our engine coder sure knows what he is doing though. He implemented a whole dynamic lighting system

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|Nano|
|Nano| - - 55 comments

Hey, i'm the engine coder.

To answer your question Sgw32, the engine uses vertex lighting and calculates light geometry on the fly, similar to how the HL2 flashlight works.

The engine calculates what shadow should cast through a transparent texture, and how far the shadow should be, not even the source engine can't do this (yet).

It's actually a really simple system if you know C++.

At the moment, the flashlight is probably as good if not better than the HL2 flashlight.

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Sgw32
Sgw32 - - 212 comments

Thanks. If you use a vertex lighting(not a per-pixel) why the lighting looks so soft? Do you use a tesselation? I know a lot about game coding(Im an engine coder), and shadowing of course too. I tried to make transparent shadow casting too, but the problem is that shadow caster CG shader must know what a texture is on a surface to discard alpha pixels. And the texture count is limited in shader.

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|Nano|
|Nano| - - 55 comments

To smooth the lighting, the engine uses a similar method to anti-aliasing to smooth and correct rough lighting, and it has little to no impact on performance, as part of that anti-aliasing is done during the map compile, about 60 percent actually.

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_Dexter_
_Dexter_ - - 564 comments

Nice Textures on the gun! Looks very high poly though. :D

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Gabriel25Gatens
Gabriel25Gatens - - 161 comments

awesome........craft

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AUG_DUDE
AUG_DUDE - - 4,124 comments

Is that the manhack arcade I see?

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Description

Textured by jaAm
Modeled by Colossal
Animated by Dr.Phone
Shotgun modeled by Juniez