Forum

What are you working on?

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Re: What are you working on?

Postby taniwha » Sun Feb 05, 2012 12:59 am

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/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: What are you working on?

Postby andrewj » Sun Feb 05, 2012 8:15 am

Randomly generated cave:
Image

or outdoor area:
Image
andrewj
 
Posts: 133
Joined: Mon Aug 30, 2010 3:29 pm
Location: Australia

Re: What are you working on?

Postby Baker » Sun Feb 05, 2012 8:18 am

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).
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: What are you working on?

Postby taniwha » Sun Feb 05, 2012 9:49 am

Yes, very nice looking cave and valley. Will you be making your tools available at some stage?
Leave others their otherness.
http://quakeforge.net/
taniwha
 
Posts: 399
Joined: Thu Jan 14, 2010 7:11 am

Re: What are you working on?

Postby qbism » Mon Feb 06, 2012 4:21 am

Lighting is good on the random maps. Oblige generated?
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: What are you working on?

Postby ceriux » Mon Feb 06, 2012 5:08 am

that is freakin awesome!
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Postby Baker » Mon Feb 06, 2012 6:35 am

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.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: What are you working on?

Postby andrewj » Mon Feb 06, 2012 10:52 am

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 :D)
andrewj
 
Posts: 133
Joined: Mon Aug 30, 2010 3:29 pm
Location: Australia

Re: What are you working on?

Postby goldenboy » Mon Feb 06, 2012 1:08 pm

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 :D)



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!
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: What are you working on?

Postby Spirit » Mon Feb 06, 2012 4:07 pm

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?

Postby leileilol » Mon Feb 06, 2012 11:53 pm

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?

Postby andrewj » Tue Feb 07, 2012 9:02 am

Cheers goldenboy, good tips there. I never knew about the light_globe entity (and I though I knew most of the entities by now :lol:)

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?

Postby ajay » Wed Feb 08, 2012 5:42 am

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).
User avatar
ajay
 
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Postby Chip » Tue Feb 14, 2012 1:15 pm

Trying to find the perfect balance between soft shadows, hard shadows and spotlights.

Image

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.
User avatar
Chip
 
Posts: 575
Joined: Wed Jan 21, 2009 9:12 am
Location: Dublin, Ireland

Re: What are you working on?

Postby goldenboy » Tue Feb 14, 2012 1:50 pm

Pretty!
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest