What are you working on?
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The best bloom IMO is subtle, wide bloom that only appears on the shiniest, whitest of pixels.
Combined with subtler motion blur and the shadowmapping with high smoothing, that can be effective at conveying immersion
Bloom and cartoony things shouldn't mix, unless it's dark and dramatic.
Combined with subtler motion blur and the shadowmapping with high smoothing, that can be effective at conveying immersion
Bloom and cartoony things shouldn't mix, unless it's dark and dramatic.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Urre wrote:Why is everyone always dissing bloom?
Anyway, looks cool! What's the game about?
Because all bloom, no matter how subtle, looks awful, and it has since day one. Not the least because additive RGB colour saturates in a really ugly fakey way (for example many blues capping at bright cyan).
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I'm 'working' on a software engine for lunix. Right now I'm still getting to know the engine, so not much has been done. I'm also in the design stage of a quake server for the best OS that you've never heard of, which John Carmack used long ago.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
:lol:leileilol wrote:But plan 9 sucks
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
dreadlorde wrote:I'm 'working' on a software engine for lunix. Right now I'm still getting to know the engine, so not much has been done. I'm also in the design stage of a quake server for the best OS that you've never heard of, which John Carmack used long ago.
Ahhhh, good old DOS 3.3
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
- Joined: Sat Jan 12, 2008 1:38 am
:Pmh wrote:Ahhhh, good old DOS 3.3
No, it's Plan 9. I'm not sure if I will actually work on it in the next year or not, but it's going to be a fun project.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
http://www.youtube.com/watch?v=q9u3gDWXmmM
All models, textures, skyboxs, animations, sound and maps are made by us, the muzzle flashes are temporary.
Edit: Oh yeah, the rocket launcher reload is temp too.
All models, textures, skyboxs, animations, sound and maps are made by us, the muzzle flashes are temporary.
Edit: Oh yeah, the rocket launcher reload is temp too.
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
my god using a crappy halflife muzzleflash and not even blending it is so lazy or even neglecting to turn off cl_bob making the flash look even stupider (halo did not have view bob), also the death animations (with strange lack of IK use in animation leading to very oddly bent spines) being offset of model origin is sloppy and prone to ugly clipping. These aren't 'glitchs', it's just a lack of attention to effort.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
gnounc wrote:Looking pretty polished at this point. I'm impressed.
I disagree, polish is the one thing it looks to be LACKING. It seems complete, but very unpolished. Just to mention a few thngs that give it an unpolished appearance:
the unblended muzzle flash, the lights being in ungodly places, weird deaths, lack of hiding the crosshair on on death, and the needler firing off null models.
Everything has the "its implemented" just not finished appearance. And I say this the least offensive way possible because it looks like its coming along very well!
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
When I work on something, I usually make it in very small portions and polish that part until it shines. I think that works best, at least for me, especially when I remember to consider how it'll interact with all the other parts of my engine/artwork.
Eh, and also the gameplay in the video doesn't resemble much Halo I've played, although I've only played Halo 3, and didn't enjoy it at that.
Also, I really like the map.
Eh, and also the gameplay in the video doesn't resemble much Halo I've played, although I've only played Halo 3, and didn't enjoy it at that.
Also, I really like the map.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
leileilol wrote:my god using a crappy halflife muzzleflash and not even blending it is so lazy or even neglecting to turn off cl_bob making the flash look even stupider (halo did not have view bob), also the death animations (with strange lack of IK use in animation leading to very oddly bent spines) being offset of model origin is sloppy and prone to ugly clipping. These aren't 'glitchs', it's just a lack of attention to effort.
Like I mentioned, muzzleflashes are temporary: been 'lazy'. No excuse for leaving cl_bob on, I completely forgot about it. If the death really looks that bad I could add a few more frames in, I thought we could get away. Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.
Thanks for the criticism anyway
@Giffe, I completely understand. We've only just about finished implementing everything. And thanks
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
Well, kudos for the effort of reccreating almost everything from scratch. It's normal to need some polish in the end of the project. Keep the good work.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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