What are you working on?
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I see you're making giant steps. I'm sure you're getting ready for QExpo
Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo![]()
Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
You'd need to change the entire lighting model. That's not really within the objectives of DirectQ which are more along the lines of being as reasonably faithful as possible.
I don't think DirectQ is going to get IQM by the way; I have serious concerns about performance and that it was designed for previous-previous-previous-previous generation hardware. Any hypothetical replacement model format that DirectQ may or may not adopt must be either designed around being animated in hardware, or easily adaptable to being animated in hardware. IQM is neither.
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
goldenboy wrote:Actually, forget that shit I posted above...
That's it!
Oh, shiny!
EDIT: ZOMG, there will be dragons!
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
mh wrote:Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo![]()
Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
You'd need to change the entire lighting model. That's not really within the objectives of DirectQ which are more along the lines of being as reasonably faithful as possible.
I don't think DirectQ is going to get IQM by the way; I have serious concerns about performance and that it was designed for previous-previous-previous-previous generation hardware. Any hypothetical replacement model format that DirectQ may or may not adopt must be either designed around being animated in hardware, or easily adaptable to being animated in hardware. IQM is neither.
I see. I should be getting ready for the upcoming release of RMQ, then.
You never know what future will bring to DirectQ.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Working on another "Urban Apocalypse" type map for Alien Arena. This is still in the very early stages yet.


http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
Looks awesome
although the flatness of the buildings hurt my eyes...
that is, until I saw...
7UP MACHINE, AWWW YEAH
nice
idea: make it so you can look at the ground, and if it has a snow texture, you can pick up a snow ball!
although the flatness of the buildings hurt my eyes...
that is, until I saw...
7UP MACHINE, AWWW YEAH
Mexicouger wrote:Added a little spice to our Snow maps, Snowballs:
nice
idea: make it so you can look at the ground, and if it has a snow texture, you can pick up a snow ball!
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it 
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blubswillrule - Posts: 68
- Joined: Mon Oct 04, 2010 9:08 pm
- Location: Lincoln, California
Thanks! I'll probably rework the heighmaps on those buildings to give them more depth, I just kind of rushed through them, desaturating normalmaps, so the 3d aspect isn't there yet. I have to be mindful of fps rates for a DM arena map like this, so I am trying to do as much detail with textures as I can, which means getting some depth from parallax mapping rather than brushes.
There are two other major areas in this map, which I'm hoping to expose in Qexpo. I want this map to be a "Qexpo release" type of thing, so I'm trying to get a bit of a headstart on it, because the final goal is something rather massive in scale. I've also got another little project going that has to do with the martian's eyes, which is kind of a neat effect, though nothing groundbreaking, still kind of cool and creepy.
There are two other major areas in this map, which I'm hoping to expose in Qexpo. I want this map to be a "Qexpo release" type of thing, so I'm trying to get a bit of a headstart on it, because the final goal is something rather massive in scale. I've also got another little project going that has to do with the martian's eyes, which is kind of a neat effect, though nothing groundbreaking, still kind of cool and creepy.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
My current progress! This is the first map, where everything begins. A new world awaits beyond the rusty metal portal.
If the images do not appear - because they're hosted on Photobucket - here is the original post - http://www.quakewiki.net/level-design/mapping-progress-mini-sp-start-map/
If the images do not appear - because they're hosted on Photobucket - here is the original post - http://www.quakewiki.net/level-design/mapping-progress-mini-sp-start-map/
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Cross-post from func_msgboard
This is a map I'm making for my new mod, it's metal themed, with several different areas
that contrast with each other.
Worshiping hall
http://ompldr.org/vOTdjNg/alpha1.png
Transition
http://ompldr.org/vOTdjNw/alpha2.png
Other side of the transition
http://ompldr.org/vOTdjOA/alpha3.png
Transition room from another angle
http://ompldr.org/vOTdjOQ/alpha4.png
Tunnel before transition room, looking into the Worshiping hall
http://ompldr.org/vOTdjYQ/alpha5.png
That's just one area, I haven't started work on the others[,] yet.
This is a map I'm making for my new mod, it's metal themed, with several different areas
that contrast with each other.
Worshiping hall
http://ompldr.org/vOTdjNg/alpha1.png
Transition
http://ompldr.org/vOTdjNw/alpha2.png
Other side of the transition
http://ompldr.org/vOTdjOA/alpha3.png
Transition room from another angle
http://ompldr.org/vOTdjOQ/alpha4.png
Tunnel before transition room, looking into the Worshiping hall
http://ompldr.org/vOTdjYQ/alpha5.png
That's just one area, I haven't started work on the others[,] yet.
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
Looks good, a competent oldschool map.
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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