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Postby revelator » Mon May 30, 2011 7:24 pm

hehe with that model you might get mistaken for promoting ogre :lol:

besides that very interresting :)
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Postby Chip » Mon May 30, 2011 7:45 pm

I see you're making giant steps. I'm sure you're getting ready for QExpo :twisted:

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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Postby Mexicouger » Mon May 30, 2011 7:50 pm

Added a little spice to our Snow maps, Snowballs:
Image
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Postby mh » Mon May 30, 2011 8:00 pm

Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo :twisted:

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.
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Postby frag.machine » Tue May 31, 2011 12:52 am

goldenboy wrote:Actually, forget that shit I posted above...

Image

That's it! 8)



Oh, shiny! :D

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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Postby Chip » Tue May 31, 2011 10:32 am

mh wrote:
Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo :twisted:

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. :wink:
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Postby Irritant » Sat Jun 04, 2011 4:10 am

Working on another "Urban Apocalypse" type map for Alien Arena. This is still in the very early stages yet.

Image

Image

Image
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby blubswillrule » Sat Jun 04, 2011 4:33 am

Looks awesome :D

although the flatness of the buildings hurt my eyes...


that is, until I saw...

7UP MACHINE, AWWW YEAH :D

Mexicouger wrote:Added a little spice to our Snow maps, Snowballs:
Image


nice :D

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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Postby goldenboy » Sat Jun 04, 2011 11:55 am

Very nice irritant.
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Postby Baker » Sat Jun 04, 2011 11:11 pm

Nice looking stuff, Irritant. :D
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Postby Irritant » Sun Jun 05, 2011 5:07 am

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.
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Chip » Sat Jun 18, 2011 3:46 pm

My current progress! This is the first map, where everything begins. A new world awaits beyond the rusty metal portal.

Image Image Image Image

Image Image Image Image

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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Postby dreadlorde » Thu Jun 23, 2011 11:38 pm

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.
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Postby frag.machine » Sat Jun 25, 2011 12:12 am

Looks good, a competent oldschool map.
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Postby Boss429 » Sun Jun 26, 2011 9:17 pm

making a gta style clone. lots of bugs and I hate mapping. DPM models are from some old hl1 mod or something. so far I have crouching, reloading, weapons slots and bone attachments working.
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Image
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