What are you working on?
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Re: What are you working on?
Chip: love it, the atmosphere, the aesthetics.
Ceriux: if that becomes an animated /mdl I would be really interested.
Irritant: so polished and cool as always - how do you do the fly-through the level movement?
Ceriux: if that becomes an animated /mdl I would be really interested.
Irritant: so polished and cool as always - how do you do the fly-through the level movement?
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
An old crane, now unused, but still in it's place by the canal... http://earthquakemod.wordpress.com/
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
Testing with features; reflections, transparent textures, skies, lights/lighting, fog, details, bobbing objects, curves and flickering lights:


Last edited by Dirge Inferno on Sun Mar 11, 2012 10:28 am, edited 1 time in total.
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Dirge Inferno - Posts: 34
- Joined: Sat Feb 25, 2012 6:44 am
- Location: Adelaide, South Australia
Re: What are you working on?
What the ****?!
How can you do those reflections?
In what engine?
please tell me! It's a GREAT effect!
How can you do those reflections?
In what engine?
please tell me! It's a GREAT effect!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
What engine? id Tech 3, lol. I can't explain things very well so I'll do my best, first off you need to edit the shaders so you can make them reflective, this is what I use:
The mirror texture is how you can make it reflective, then you need to go into Q3/GTK/ZeroRadiant and select the reflective texture you want to use, then you right click and go to misc and select "misc_portal_surface". Finally you compile and that's it!
- Code: Select all
textures/gothic_floor/metalbridge06r
{
qer_editorimage textures/gothic_floor/metalbridge06.tga
surfaceparm trans
portal
{
map textures/common/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
//{
// map textures/effects/tinfx.tga
// blendFunc GL_ONE GL_ONE
// tcGen environment
//}
{
map textures/gothic_floor/metalbridge06.tga
blendFunc add
depthfunc equal
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
}
}
The mirror texture is how you can make it reflective, then you need to go into Q3/GTK/ZeroRadiant and select the reflective texture you want to use, then you right click and go to misc and select "misc_portal_surface". Finally you compile and that's it!
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Dirge Inferno - Posts: 34
- Joined: Sat Feb 25, 2012 6:44 am
- Location: Adelaide, South Australia
Re: What are you working on?
thanks Dirge Inferno for the clarification. Wondering if it possible even on DP... I never heard about misc_portal_surface entity
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
You're welcome!
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Dirge Inferno - Posts: 34
- Joined: Sat Feb 25, 2012 6:44 am
- Location: Adelaide, South Australia
Re: What are you working on?
toneddu2000 wrote:Wondering if it possible even on DP... I never heard about misc_portal_surface entity
it isn't. dp doesn't implement shitty mirror implementations
dp_reflect
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
yeah infact thanks leilei, I tried with dp_reflect and dp_water 1 and results are great!
But I heard in these forums not to overuse this effect
But I heard in these forums not to overuse this effect
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
toneddu2000 wrote:But I heard in these forums not to overuse this effect
First of all, you should listen to your heart (not to others) when creating something new.
Just be sure to keep an eye on your fps-counter...
If you want to release your work to public, it is a slightly different story.
You will have to test it with "older" hardware parts.
Then... you should not overuse performance-hungry beasts that need "r_water 1" to life.
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
Seven wrote:First of all, you should listen to your heart (not to others) when creating something new.![]()
For now on I'll do it mister!
Seven wrote:If you want to release your work to public, it is a slightly different story.
You will have to test it with "older" hardware parts.
Then... you should not overuse performance-hungry beasts that need "r_water 1" to life.
Ok thanks for the advice! I'm sorry it's a cpu-hungry effect but is so awesome!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
ajay wrote:Irritant: so polished and cool as always - how do you do the fly-through the level movement?
Thanks!
I just go to spectator mode and fly around the level to do that. Usually takes a few tries to get it right.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
Re: What are you working on?
I'm working on an image/story/bookmark tag site loosely centered around Quake open source projects. Like digg.com but with big pictures. I like how it turned out and made it the landing point of http://qbism.com. Log-on and try it if you'd like. Still *beta* and not well tested yet. The idea is to easily post screenshots or news links with a tag system to find stuff later.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
qbism: that's great, only had a little scout round so far, but good work.
This week: playing with spotlights and general lighting. "Its too dark!", "Its meant to be!"
This week: playing with spotlights and general lighting. "Its too dark!", "Its meant to be!"
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
ajay: great crane, very realistic with the counterweight and all. Will be animated?
dirge: surprised it's q3 rather than doom3 tech, nice job. The room geometry is probably simple enough that mirror is no harm. BTW, even q2 tech had a func_reflect (brute mod force) via Lazarus/ psychospaz back in 2001 that Pentium could handle, so don't sweat it.
dirge: surprised it's q3 rather than doom3 tech, nice job. The room geometry is probably simple enough that mirror is no harm. BTW, even q2 tech had a func_reflect (brute mod force) via Lazarus/ psychospaz back in 2001 that Pentium could handle, so don't sweat it.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
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