What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
Is that ET with a custom hud? I don't get out much.
Built jake2 (quake 2 java) with current libraries and stuff.
http://qbism.com/_extfiles/jake2/jake2_lwjgl.jnlp
Built jake2 (quake 2 java) with current libraries and stuff.
http://qbism.com/_extfiles/jake2/jake2_lwjgl.jnlp
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
qbism wrote:Is that ET with a custom hud? I don't get out much.
Serious Sam
- raynorpat
- Posts: 27
- Joined: Tue Feb 26, 2008 12:21 am
- Location: USA
Re: What are you working on?
It's about that time of the year where I toss up a random pic from some obscure mod that probably won't see another post. Woot. Woot.
Inspired by Minecraft's redstone mechanics and Terraria's new wiring system.

Inspired by Minecraft's redstone mechanics and Terraria's new wiring system.

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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Re: What are you working on?
..Seven I wouldn't call what you have done as nothing special!
I find it fun and creative as I know some others do!
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Re: What are you working on?
goldenboy wrote:http://spawnhost.files.wordpress.com/2011/12/herd_lineup.jpg?w=640
And their friends.
I'd suggest making their heads and hands more detailed. The heads and hands in most of Quake's models were awful.
That female model looks completely fine, though.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
I disagree about adding more polygonal detail. It won't work wonders on MDL, due to low vertex precision.
Just skin damn good to make up for it.
Just skin damn good to make up for it.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
leileilol wrote:I disagree about adding more polygonal detail. It won't work wonders on MDL, due to low vertex precision.
Just skin damn good to make up for it.
I partially disagree. Yeah, it`s a waste of triangles to add more facial detail, but put at least an opposite thumb at those hands instead making it look like an amputated lump.
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
Re: What are you working on?
They're likely going to be IQM rather than MDL, but yeah - MDL has only 8 bits of precision for vertexes, and that has to include detail in the base frame as well as animations. You might get the base frame OK, but animations will screw you. IQM just makes it all go away. 
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
Re: What are you working on?
Yeah, they'll be IQM. I'll have to add a couple polies for better looking animation anyway - sure, I can add thumbs etc. 
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
Messing around with 3D interface ideas.
Some popup ad showed some $299 Flash thing that people buy for their web sites. Laughed a little and then made my own in OpenGL.
Yeah, it rotates and stuff ... too lazy to make a YouTube vid.
In hindsight ... it is kind of funny the cool stuff you learn messing around with Quake, had I not wanted to fix some simple things in ProQuake a few years ago, I never would have ended up learning more engine stuffs that eventually led me to dissect FitzQuake and JoeQuake. And stuff just sinks in after a while when working with it enough. Quake's awesome.

(Yes, that's ancient OpenGL 1.x. Maybe in 2013 I'll start using shaders and such. But the way I see it, there are plenty of non-graphics oriented problems out there to be solved and I'm more interested in that stuff right now.)
Some popup ad showed some $299 Flash thing that people buy for their web sites. Laughed a little and then made my own in OpenGL.
In hindsight ... it is kind of funny the cool stuff you learn messing around with Quake, had I not wanted to fix some simple things in ProQuake a few years ago, I never would have ended up learning more engine stuffs that eventually led me to dissect FitzQuake and JoeQuake. And stuff just sinks in after a while when working with it enough. Quake's awesome.

- Code: Select all
void RenderEntity (const entity_t * ent)
{
// Divide dimesions by 2
const GLfloat wd2 = ent->width / 2;
const GLfloat hd2 = ent->height / 2;
const GLfloat dd2 = ent->depth / 2;
glPushMatrix(); // Store the matrix for restoration after we render entity ...
{
glTranslatef (ent->x, ent->y, ent->z);
glRotatef (ent->pitch, 1.0, 0.0, 0.0);
glRotatef (ent->yaw, 0.0, 1.0, 0.0);
glRotatef (ent->roll, 0.0, 0.0, 1.0);
glBindTexture (GL_TEXTURE_2D, textureSlots[ent->texturenum]); // Select our texture
glBegin (GL_QUADS); {
// Front face
glTexCoord2f ( 0.0f, 0.0f); glVertex3f ( -wd2, - hd2, 0); // Bottom lef
glTexCoord2f ( 1.0f, 0.0f); glVertex3f ( wd2, - hd2, 0); // Bottom rig
glTexCoord2f ( 1.0f, 1.0f); glVertex3f ( wd2, hd2, 0); // Top right
glTexCoord2f ( 0.0f, 1.0f); glVertex3f ( -wd2, hd2, 0); // Top left
} glEnd ();
}
glPopMatrix(); // Restore matrix to previous state
// Mirror effect
GLfloat hd4 = hd2 /2;
glPushMatrix(); // Store the matrix for restoration after we render entity ...
{
glTranslatef (ent->x, ent->y - ent->height *1.1, ent->z);
glRotatef (ent->pitch, 1.0, 0.0, 0.0);
glRotatef (ent->yaw, 0.0, 1.0, 0.0);
glRotatef (ent->roll+180, 0.0, 0.0, 1.0);
glActiveTexture (GL_TEXTURE0);
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, textureSlots[ent->texturenum]);
//Simply sample the texture
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_REPLACE);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, textureSlots[0]);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
//Sample RGB, multiply by previous texunit result
glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); //Modulate RGB with RGB
glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); // Arg 0
glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE); // Arg 1
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glBegin (GL_QUADS); {
// Front face
glMultiTexCoord2f (GL_TEXTURE0, 0.0f, 0.0f); glMultiTexCoord2f (GL_TEXTURE1, 0.0f, 0.0f); glVertex3f ( -wd2, - hd4, 0); // Bottom lef
glMultiTexCoord2f (GL_TEXTURE0, 1.0f, 0.0f); glMultiTexCoord2f (GL_TEXTURE1, 1.0f, 0.0f); glVertex3f ( wd2, - hd4, 0); // Bottom rig
glMultiTexCoord2f (GL_TEXTURE0, 1.0f, 1.0f); glMultiTexCoord2f (GL_TEXTURE1, 1.0f, 1.0f); glVertex3f ( wd2, hd4, 0); // Top right
glMultiTexCoord2f (GL_TEXTURE0, 0.0f, 1.0f); glMultiTexCoord2f (GL_TEXTURE1, 0.0f, 1.0f); glVertex3f ( -wd2, hd4, 0); // Top left
} glEnd ();
glDisable (GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
glPopMatrix(); // Restore matrix to previous state
}
- Code: Select all
- (void) Frame_RunPhysics
{
myScene.myFrameCount ++;
myScene.myDegrees ++;
if (myScene.myDegrees >=360) myScene.myDegrees -= 360;
for (int i=0; i<myScene.numentities; i++)
{
GLfloat curDegrees = myScene.myDegrees + myEntities[i].sliceDegrees;
GLfloat curRadians = DEGREES_TO_RADIANS(curDegrees);
myEntities[i].x = sin(curRadians) * myScene.circlediameter / 2 + myScene.sun_x;
myEntities[i].z = cos(curRadians) * myScene.circlediameter / 2 + myScene.sun_y;
myEntities[i].y = 0;
myEntities[i].yaw = curDegrees; // Perpendicular to circle center "ray" or whatever.
}
}
(Yes, that's ancient OpenGL 1.x. Maybe in 2013 I'll start using shaders and such. But the way I see it, there are plenty of non-graphics oriented problems out there to be solved and I'm more interested in that stuff right now.)
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: What are you working on?
Baker wrote:Messing around with 3D interface ideas.
Somehow this could work with the injector...
I always liked the idea of making as many configuration decisions as possible directly within the 3D world, like player setup (Rise of the Phoenix) and map selection
http://quakeone.com/files/2-maps/13-roc ... ector-map/ ...and undergate!
To push further, the "start" map could have up/down buttons to adust gamma and volume, switches to adjust the HUD, etc.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
qbism wrote:Baker wrote:Messing around with 3D interface ideas.
Somehow this could work with the injector...
I always liked the idea of making as many configuration decisions as possible directly within the 3D world, like player setup (Rise of the Phoenix) and map selection
http://quakeone.com/files/2-maps/13-roc ... ector-map/ ...and undergate!
To push further, the "start" map could have up/down buttons to adust gamma and volume, switches to adjust the HUD, etc.
Yeah
But the ultimate goal is trying to make mod playing easy, fun and accessible.
The interface has stood in the way. In the past, I was kind of lacking ideas that played out poorly. But I'm on to something to liven up the experience. Initially I was thinking a "rows and columns"-ish like the Quake Injector but that is problematic for a few reasons including screen resolution and that a fixed-width character set (or even a variable width one) won't play nice in a lot of screen resolutions.
Hehe: You might be the only one that remembers that Rocket Arena selector map I made
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: What are you working on?
Direct 3D 11.


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
Re: What are you working on?
MH: heh, you went world + particles first. I went sprits + alias models first (glsl rewrite).
Anyway, looks good.
Anyway, looks good.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
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