What are you working on?
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Re: Metal Cube
Chip wrote:http://vimeo.com/13672707
Metal effects in ChipQuake. I'm testing all materials I'll ever need in the game, such as metal, glass, paint, concrete and several more.
Looks pretty, but it's ugly up close, so I'll be playing with it for a couple of days.
very cool looking shader effect chip
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: Metal Cube
ceriux wrote:Chip wrote:http://vimeo.com/13672707
Metal effects in ChipQuake. I'm testing all materials I'll ever need in the game, such as metal, glass, paint, concrete and several more.
Looks pretty, but it's ugly up close, so I'll be playing with it for a couple of days.
very cool looking shader effect chip
Thanks, I'm working on it!
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
I have not been working on anything at all. I play Minecraft some these days, but mostly I am working (50+ hour weeks) and spending my free time with my wife (the free time is very little). Hopefully after these long weeks have ended and work eases up, I can get into gaming some more again, and pay more attention to the very forums which got me this job in the first place.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Working on and off on a new hellsmash map.
Some WIP screenies:
http://tlb.quakedev.com/hsmash/shots/hse1m2/hse1m2a.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m2/hse1m2b.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m2/hse1m2c.jpg
Note that this isn't going to be exclusively a base map, this is more of a "border world" / Staging Point map and that once you get out of this small enforcer outpost, it goes to a distinctly medieval e1m2-e1m3 style.
Some WIP screenies:
http://tlb.quakedev.com/hsmash/shots/hse1m2/hse1m2a.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m2/hse1m2b.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m2/hse1m2c.jpg
Note that this isn't going to be exclusively a base map, this is more of a "border world" / Staging Point map and that once you get out of this small enforcer outpost, it goes to a distinctly medieval e1m2-e1m3 style.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Muzzleflash!
I've had this muzzleflash desire for a long time, and after a couple of hours of tweaking, I managed to come up with some cool stuff.
If you look closely, you may notice some random sparks. I've watched some real weapons' muzzleflash videos, and I've documented myself regarding the speed and colour and I can shamelessly say, it looks perfect.
I will have a video pretty soon, I need to get a proper gun first.
/me goes off wondering where's that 3D modeler...
If you look closely, you may notice some random sparks. I've watched some real weapons' muzzleflash videos, and I've documented myself regarding the speed and colour and I can shamelessly say, it looks perfect.
I will have a video pretty soon, I need to get a proper gun first.
/me goes off wondering where's that 3D modeler...
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Chip - Posts: 575
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- Location: Dublin, Ireland
Junrall wrote:I bet an alternate version of that could be used for explosions as well.
Could be, but there's lot of work ahead! I'll keep everyone posted with the progress.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
DrS, those map shots look good, but one thing that I noticed is the three lights on the weapon model lining up perfectly parallel to the window border. That looks weird, since the weapon is at an angle, I'd expect that the back of it would be angled sllightly away from the player, but it's perfectly parallel. That looks slightly unnatural, but I guess that's just the way Quake does things.
Also, shouldn't the blood be on the sharp side of the blade?
Also, shouldn't the blood be on the sharp side of the blade?
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
goldenboy wrote:DrS, those map shots look good, but one thing that I noticed is the three lights on the weapon model lining up perfectly parallel to the window border. That looks weird, since the weapon is at an angle, I'd expect that the back of it would be angled sllightly away from the player, but it's perfectly parallel. That looks slightly unnatural, but I guess that's just the way Quake does things.
Also, shouldn't the blood be on the sharp side of the blade?
Light / window perspectives are indeed caused by quake. It looks better ingame.
That's not blood actually, more like a bit of rust / paint.
Ceriux was the one who made the model for me, I just did the indicator lights, muzzleflash, and animations.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
I am working on a game made with Qfusion engine.
these are the pictures of my progress:
sorry that some images were exaggerated the effects of brightness to be understood.
these are the pictures of my progress:
sorry that some images were exaggerated the effects of brightness to be understood.
hello
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franqutrass - Posts: 69
- Joined: Wed Dec 30, 2009 6:29 pm
- Location: peru
Urre wrote:Why is everyone always dissing bloom?
Anyway, looks cool! What's the game about?
Doesn't look OK both with bloom and celshading style. My opinion.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Urre wrote:Why is everyone always dissing bloom?
Mostly because it tends to be overdone, that's all. But those screenshots do look quite neat, seems like a fun game going on there.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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