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Re: What are you working on?

Postby qbism » Thu Dec 01, 2011 12:15 am

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
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Re: What are you working on?

Postby raynorpat » Thu Dec 01, 2011 12:23 am

qbism wrote:Is that ET with a custom hud? I don't get out much.

Serious Sam
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Re: What are you working on?

Postby Error » Wed Dec 14, 2011 10:57 am

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.

Image
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Re: What are you working on?

Postby xaGe » Thu Dec 15, 2011 4:22 am

..Seven I wouldn't call what you have done as nothing special! :D I find it fun and creative as I know some others do!
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Re: What are you working on?

Postby goldenboy » Sun Dec 18, 2011 9:43 pm

Image

Dark cultists with ray guns.

Image

And their friends.
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Re: What are you working on?

Postby mankrip » Mon Dec 26, 2011 1:13 am

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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Re: What are you working on?

Postby leileilol » Tue Dec 27, 2011 1:42 am

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.
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Re: What are you working on?

Postby frag.machine » Thu Dec 29, 2011 2:22 pm

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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Re: What are you working on?

Postby mh » Thu Dec 29, 2011 10:50 pm

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. :)
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Re: What are you working on?

Postby goldenboy » Sun Jan 01, 2012 11:08 am

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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Re: What are you working on?

Postby Baker » Fri Jan 06, 2012 11:13 am

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. :D 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.

Image

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.)
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Re: What are you working on?

Postby qbism » Fri Jan 06, 2012 5:43 pm

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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Re: What are you working on?

Postby Baker » Fri Jan 06, 2012 7:03 pm

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 :D Mod selector and installer (cURL download). Initially, it'll be in Engine X and using a "non-Quake Injector" archive. [And eventually when this is done will be a tutorial].

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 :D
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Re: What are you working on?

Postby mh » Sat Jan 07, 2012 8:07 pm

Direct 3D 11.

Image
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Re: What are you working on?

Postby taniwha » Sat Jan 07, 2012 11:51 pm

MH: heh, you went world + particles first. I went sprits + alias models first (glsl rewrite).

Anyway, looks good.
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