What are you working on?
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qbism wrote:Irritant wrote:Remixed our trailer
Watched your trailer. The new map and effects are gorgeous. Is that ragdoll... watched it again.
This kicks the butt of the commercial Nexuiz video.
Thanks
And yup, it's ragdoll physics. There is nothing cooler than wasting martians and sending the limp bodies all over the place.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
I made some models from my concepts.. Didn't finish them, just wanted to do some models.
Tentacle Mouth Monster:
edit: (took away player character versions 01 - 03)
Player Character version 04:
another edit: new version of the spikeclaw monster..

Tentacle Mouth Monster:
edit: (took away player character versions 01 - 03)
Player Character version 04:
another edit: new version of the spikeclaw monster..
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
As always... I'm still plugging away at QCPad. The interface is similar to before, but prettier. I trashed my original idea of using a bunch of tabs as a way to navigate to QCPad's different areas... Turned out being kinda clunky... people are more accustomed to menu driven software anyways.
Rewrote the way QCPad handles projects. Each project is now saved into its own file... figured this would be useful in that people could share projects with others. They could click a button and the project and the project's files will be gathered and zipped.
Currently I have been playing with syntax highlighting of keywords and must say... what a learning curve! But not as hard as I thought it was going to be! And I'm having a lot of fun with it!
Anyways, it's not implemented into a QCPad as of yet, but I do have a standalone version that works quite well! Hopefully, QCPad will soon be sporting a new syntax highlighting system!
Heck, maybe one of these days I can roll out a copy of QCPad and let you folks "crash -n- burn" it.
A question... how many "keyword" groups do you think is plenty? I'm thinking that 4 should be enough... eventually I'd like to make it customizable.
Here is a shot of the new prettier look:
The big blue area at the bottom will be an output window for compilers.

Rewrote the way QCPad handles projects. Each project is now saved into its own file... figured this would be useful in that people could share projects with others. They could click a button and the project and the project's files will be gathered and zipped.
Currently I have been playing with syntax highlighting of keywords and must say... what a learning curve! But not as hard as I thought it was going to be! And I'm having a lot of fun with it!
Anyways, it's not implemented into a QCPad as of yet, but I do have a standalone version that works quite well! Hopefully, QCPad will soon be sporting a new syntax highlighting system!
Heck, maybe one of these days I can roll out a copy of QCPad and let you folks "crash -n- burn" it.
A question... how many "keyword" groups do you think is plenty? I'm thinking that 4 should be enough... eventually I'd like to make it customizable.
Here is a shot of the new prettier look:
The big blue area at the bottom will be an output window for compilers.

Good God! You shot my leg off!
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Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
Great job, Junrall. Regarding the syntax highlight, I'd suggest you to not implement it hardwired in code; instead, read the reserved words and their groups from a text file, like most text editors (TextPad, UltraEdit, etc) already do.
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
earthQUAKE
I'm making a school. It is quite small and is based on the Victorian buildings found in UK inner cities. I've got the basic 'shell' finished, and I'm now working on room layout, entrance hall, below ground areas, then the (again small) playground area.
After the school I'm going to finish the main 'blocked exit' / collapsed train bridge local which (this not being far cry or similar) I'm going to need to do to limit the play area while not resorting to invisible walls or having an artificial closed off world.
With that done I'm going to go back and finish all the (non-house) buildings (including the large, but as it stands non-usable, church) that have been started or blocked off, then decide the final limit to the level.
Next will be some outdoor areas; parks, car parks
Then I'll look at underground areas, sewers, cellars etc, before finishing the houses; they'll be last because some are just 'walls', some are very significant in terms of story/gameplay and some are passages to other areas. They may change as I playtest.
Then will be item placement and a whole host of coding. As I mentioned in the gameplay forum, the mod will play similar to firefight/horde, as Monsters (save for dogs/zombies) will come in 'waves' via The Gate, although with more to do then just kill them, wait, next wave, and more of a story.
That will be worked thru' via coding, tinkering once all the mapping, well 99% of the mapping, is done.
ETA: 2013
I'm making a school. It is quite small and is based on the Victorian buildings found in UK inner cities. I've got the basic 'shell' finished, and I'm now working on room layout, entrance hall, below ground areas, then the (again small) playground area.
After the school I'm going to finish the main 'blocked exit' / collapsed train bridge local which (this not being far cry or similar) I'm going to need to do to limit the play area while not resorting to invisible walls or having an artificial closed off world.
With that done I'm going to go back and finish all the (non-house) buildings (including the large, but as it stands non-usable, church) that have been started or blocked off, then decide the final limit to the level.
Next will be some outdoor areas; parks, car parks
Then I'll look at underground areas, sewers, cellars etc, before finishing the houses; they'll be last because some are just 'walls', some are very significant in terms of story/gameplay and some are passages to other areas. They may change as I playtest.
Then will be item placement and a whole host of coding. As I mentioned in the gameplay forum, the mod will play similar to firefight/horde, as Monsters (save for dogs/zombies) will come in 'waves' via The Gate, although with more to do then just kill them, wait, next wave, and more of a story.
That will be worked thru' via coding, tinkering once all the mapping, well 99% of the mapping, is done.
ETA: 2013
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
assassin's creed psp kurok
quads suck. If you want low poly, you definitely should not be constructing exclusively in quads, despite what "they" say. A month ago I had some "experienced" modeler tell me otherwise how triangles is blasphemy and I should burn in hell for it as with the lack of rendering in 16x oversampled AA. Good thing all models don't have to be cheesy subdivided nightmares... In the end your game model will be a bunch of triangles anyway, but without doing it triangle first you won't have control over turned edges and that can affect the overall shape and shading of the model in a big way. The only real reason to model with only Quads is clean subdivision, but no one sane subsurfs a low poly model for ANY game!
quads suck. If you want low poly, you definitely should not be constructing exclusively in quads, despite what "they" say. A month ago I had some "experienced" modeler tell me otherwise how triangles is blasphemy and I should burn in hell for it as with the lack of rendering in 16x oversampled AA. Good thing all models don't have to be cheesy subdivided nightmares... In the end your game model will be a bunch of triangles anyway, but without doing it triangle first you won't have control over turned edges and that can affect the overall shape and shading of the model in a big way. The only real reason to model with only Quads is clean subdivision, but no one sane subsurfs a low poly model for ANY game!
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
he was for practice... i like using quads cause i can tell what im doing better... its hard for me to see when i make anything with tri's. i might also convert him into a knight, mage, and what ever kind of medevil kind of character i can think of... i made him some weapons too.. dual wielded daggers and a short bow... leilei ur mean sometimes.. if anyone has some suggestions towards different kinds of medieval classes they'd like to see lemme know.. im also thinking a necromancer =)
if these turn out , i might make something with them... im a medieval kinda guy and biodude... has gotten me talked into another theme... im not too happy with but i will do it. i just need practice making character models. this ones kinda stylized but i think he looks good too.
if these turn out , i might make something with them... im a medieval kinda guy and biodude... has gotten me talked into another theme... im not too happy with but i will do it. i just need practice making character models. this ones kinda stylized but i think he looks good too.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Thanks!
That is exactly what I want to do for QCPad. It seems that 4 to 6 groups of keywords is the norm... I'll go with 6 groups of keywords in each syntax file and then of course the typical operators, characters, and strings... all of which can be changed via the file or through a syntax editing window in QCPad.
Do you mean custom UI colors? Absolutely! I understand that my Ice Blue theme may be a bit cold for others! Having customizable color themes has always been one my goals. You'll be able change the color of nearly everything on the window... including the gradient colors of buttons and tabs. You'll even have control of the color when a button\tab is clicked on or hovered over too!
One of the things I'm worried about (and didn't think about until recently) is that QCPad is being designed under .net 4 which means you may have to download and install .net 4 framework. I think that most Windows 7 users will have this already. When I'm ready to release a public version I'll provide a link to it and\or have it as part of the install... I've not done this before so I'm not sure of the best way to handle this.
frag.machine wrote:Great job, Junrall. Regarding the syntax highlight, I'd suggest you to not implement it hardwired in code; instead, read the reserved words and their groups from a text file, like most text editors (TextPad, UltraEdit, etc) already do.
That is exactly what I want to do for QCPad. It seems that 4 to 6 groups of keywords is the norm... I'll go with 6 groups of keywords in each syntax file and then of course the typical operators, characters, and strings... all of which can be changed via the file or through a syntax editing window in QCPad.
ceriux wrote:junrall im liking your program a lot i cant wait for a good functioning public release. it looks very nice. will you make it so we can make our own custom ui gfx?
Do you mean custom UI colors? Absolutely! I understand that my Ice Blue theme may be a bit cold for others! Having customizable color themes has always been one my goals. You'll be able change the color of nearly everything on the window... including the gradient colors of buttons and tabs. You'll even have control of the color when a button\tab is clicked on or hovered over too!
One of the things I'm worried about (and didn't think about until recently) is that QCPad is being designed under .net 4 which means you may have to download and install .net 4 framework. I think that most Windows 7 users will have this already. When I'm ready to release a public version I'll provide a link to it and\or have it as part of the install... I've not done this before so I'm not sure of the best way to handle this.
Good God! You shot my leg off!
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Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
Best way to handle this?
Port it down to Microsoft Visual C 5. Platform issues gone then.
He's too fat on the side. Obviously your rouge archer works for the burger king. Not very rouge is he with this allegiance fat?
Port it down to Microsoft Visual C 5. Platform issues gone then.
ceriux wrote:this ones kinda stylized but i think he looks good too.
He's too fat on the side. Obviously your rouge archer works for the burger king. Not very rouge is he with this allegiance fat?
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Nice hands!
That is some awesome hands! hey is there a tutorial on how to make hands....all the time i been making are blockish ones
- UrbanKid
- Posts: 55
- Joined: Fri Aug 22, 2008 8:34 am
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