What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
Actually, I've got a python script for blender (2.4
) that loads the HYG etc star lists from mysql (I had previously loaded the catalogs) and puts little octahedrons at the start locations. This page should be a good place to start (and the rest of the site is fantastic).
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: What are you working on?
Randomly generated cave:

or outdoor area:


or outdoor area:

- andrewj
- Posts: 133
- Joined: Mon Aug 30, 2010 3:29 pm
- Location: Australia
Re: What are you working on?
Nicest looking randomly generated maps I've seen.
(If that inter map travel stuff in the source release [#ifdef Quake2] were combined, you could easily build a whole underground system of worlds with something like that).
(If that inter map travel stuff in the source release [#ifdef Quake2] were combined, you could easily build a whole underground system of worlds with something like that).
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 ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: What are you working on?
Yes, very nice looking cave and valley. Will you be making your tools available at some stage?
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: What are you working on?
that is freakin awesome!
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
This needs to be seen:
http://www.youtube.com/watch?v=w8aUI9flEvc
http://quakeone.com/forums/quake-help/q ... uake1.html
^^ This modder named Hypersonic has busted an ages old limitation. Anti-gravity mods, wall walking, walking on the ceiling and stuff and more should be possible with this modification.
http://www.youtube.com/watch?v=w8aUI9flEvc
http://quakeone.com/forums/quake-help/q ... uake1.html
^^ This modder named Hypersonic has busted an ages old limitation. Anti-gravity mods, wall walking, walking on the ceiling and stuff and more should be possible with this modification.
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 ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: What are you working on?
qbism wrote:Lighting is good on the random maps. Oblige generated?
Yep that's OBLIGE
There'll be another testing package soon, but the next official release is a couple months away.
The lighting on indoor caves is just random, though I'd rather have more realism, with the light only coming from actual light sources like torches and sky holes (ooh and the lava too
- andrewj
- Posts: 133
- Joined: Mon Aug 30, 2010 3:29 pm
- Location: Australia
Re: What are you working on?
andrewj wrote:qbism wrote:Lighting is good on the random maps.
The lighting on indoor caves is just random, though I'd rather have more realism, with the light only coming from actual light sources like torches and sky holes (ooh and the lava too)
You could have a number of pre-fabricated things such as the "flame cages" used in some episode 4 maps. These would give you crisscrossing shadows for free.
Another thing I can recommend for a role of fill lights (with torches /flames as main lights) is candles. Just rip the candle model from Scourge of Armagon(?). Requires a custom progs.dat though.
The light_globes can also be spread around areas such as caves and act as visible light sources. Or Quoth's march lights. Quake also often places lights around water. Another thing is to place main lights at passages between areas.
Pretty good for a randomly generated map!
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
How does Oblige work? Is the generation based on formal grammar by any chance? Or some other "common" procedures?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Re: What are you working on?
I have to redo all this makefile-win32 fixing stuff for oblige again D:
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
Cheers goldenboy, good tips there. I never knew about the light_globe entity (and I though I knew most of the entities by now
)
The caves are generated with a cellular automata algorithm (not mine) on a 64x64 grid -- it produces an on/off result for each square (cave or open space).
Another algorithm divides the open space into connected "steps" (areas of the same height), then there is an algorithm to deform those squares (move the corner vertices) to get more interesting shapes.
OBLIGE itself works by allocating areas on a map for rooms, connecting them together (often with hallways), applying a quest structure (pick start room, lock certain doors), and then builds stuff in each room, places monsters and simulates the battle to determine what health and ammo to add.
Spirit wrote:How does Oblige work? Is the generation based on formal grammar by any chance? Or some other "common" procedures?
The caves are generated with a cellular automata algorithm (not mine) on a 64x64 grid -- it produces an on/off result for each square (cave or open space).
Another algorithm divides the open space into connected "steps" (areas of the same height), then there is an algorithm to deform those squares (move the corner vertices) to get more interesting shapes.
OBLIGE itself works by allocating areas on a map for rooms, connecting them together (often with hallways), applying a quest structure (pick start room, lock certain doors), and then builds stuff in each room, places monsters and simulates the battle to determine what health and ammo to add.
- andrewj
- Posts: 133
- Joined: Mon Aug 30, 2010 3:29 pm
- Location: Australia
Re: What are you working on?
Now I've made the move over to BSP2 for earthQuake, I'm back on track with the huge amount of mapping I've still to do. Firstly, the block of flats; which is currently just a shell and not a complete one at that. Secondly, blocking the whole play area with buildings, thirdly, finishing any non-complete buildings and finally, adding as much detail as possible (that's before gameplay/items/quakeC/bugs considerations). In addition I've got to fix the torch (which was DP specific) and the ladders (which were also DP specific).
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
Trying to find the perfect balance between soft shadows, hard shadows and spotlights.

Darkplaces and Q3Map2:
-light -filter -dirty -dark -dirtdepth 64 -dirtmode 1 -dirtscale 2 -deluxe -shade -samplesize 4 -lightmapsize 1024
and a value of 0.01 for lightmapscale in worldspawn. Insane, I know!

Darkplaces and Q3Map2:
-light -filter -dirty -dark -dirtdepth 64 -dirtmode 1 -dirtscale 2 -deluxe -shade -samplesize 4 -lightmapsize 1024
and a value of 0.01 for lightmapscale in worldspawn. Insane, I know!
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
-

Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Who is online
Users browsing this forum: No registered users and 1 guest