Site design by
Matthew 'Bushboy' Trow
for 640x480 res, no frames.
Works in almost all
browsers but looks
best in Netscape :)
Hosted by
PlanetQuake
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![[the quake prefab park]](images/titlebar.gif)
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DOORS
stdteleport.zip-Submitted by EutecTic
Standard rectangular teleporter. All
necessary brushes and entities included.
cop1_1 texture for frame (I think)
total brush count: 6 brushes, 36 faces.
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newcastledoor.zip-Submitted by Jean-Francois Groleau's of the qED Toolshed
a component designed by Steve Kapusta
and originated at The Quakelab. Modified
and adapted for qED by JF Groleau..
This is a prefab that is best used in single player levels
as an entrance/start point.
It looks and works excellently, but be a serious framerate killer if used
amongst other complex items in one area - use with caution.
A must have for castle and medevil style levels.
Read the text file included in the zip for more details.
24 brushes, 165 faces.
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irisdoor.zip (50k)Submitted by Jean-Francois Groleau's of the qED Toolshed, Original by Iain Bruce found at the Quakelab
The classic iris hatch from the Quake Lab, recreated using vertex editing by Jean-Francouis Groleau.
Zip file includes a .bsp file so you can check this thing in action - it's
seriously brilliant.
13 brushes + 1 trigger
66 faces
All entities are here - don't mess with them too much...
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newscourgedoor.zip(2k) - Matthew 'bushboy' Trow
A new style scourge door, this one opens like a normal
door. The actual doors themselves are constructed from
one brush each & were aligned to the texture using a 2x2
grid for accuracy (appropriate texture not shown.)
14 solids, 94 faces.
Updated by EutecTic - Brush count is now 10 solids, 64 faces
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newmededoor.zip(1k) - Matthew 'bushboy' Trow
I've recreated the mededoor seen a bit further down this page, reducing it to 11 brushes and
70 faces, as opposed to 14 brushes & 92 faces.
The original also had duplicate planes - mainly because I used carving and not vertex editing.
This new one works just perfectley & was created using vertex editing - the doors themselves
are 7 sided polygons, vertex edited into the shape of the door.
I've also included the door entities.
Updated by EutecTic:-
Medieval door is now 17 brushes, 98 faces.
This is actually 3 brushes more than before.
but realism was improved with the addition of
door recesses in the top part of the frame
A small price to pay in brush count for the
visual benefits IMHO. Anyway, these can be
removed anytime easily if you don't agree.
Also, doors are now rectangular. Since they
open *into* the frame and are hidden by it,
they don't need to be shaped to the frame as
such. This saves 6 brush faces and somewhat
compensate for the extra brushes.
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scourgedoor.map
9 brushes.
This is simaler to the door seen in mission pack one
on the 'research facility' level. Again, texture application
here is important. The door itself is a simple square brush,
because the door rises upward.
Updated by EutecTic:-
The brushes in the Scourge door have been
reshaped and vertex manipulated to make its
frame and door textures fit better but mostly
to acquire the same size and shape and the
second scourge door by Bushboy. This door
will also fit perfectly when used with
Agent XXXIII's tech23 group of tunnels and
junctions.
Brush count is same as before but the frame
now has door recesses at no penalty (woohoo!)
and it also looks more realistic than the
original Ritual model. :)
EutecTic
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