What are you working on?
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Re: What are you working on?
so many proquake variants, no wonder I got confused and thought "GLQUAKE" initially for the most of them making wild guesses
tyrquake's a straight glquake
tyrquake's a straight glquake
i should not be here
- leileilol
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Re: What are you working on?
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
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Re: What are you working on?
I liked the Arcade Quake animations. That had the quake3 like feel for the original model. I wondered how they got away with releasing the original model, modified. Even though, was cool. I'd paypal Leil' to make a ranger replacement that was just something normal. How's 1$ per frame sound? 
- r00k
- Posts: 1110
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Re: What are you working on?
there's also a tutorial on Inside3D with a downloadable swimming quake player model... right..... about...... HERE!!!
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Error - InsideQC Staff
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Re: What are you working on?
New level - http://youtu.be/Tz1Po85v7E4
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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- Location: Maryland
Re: What are you working on?
No blog post yet, but I've been doing some (very small) progress on my map.
You can see dirtmode rendering, OBJ files (the tower, the Portal box, and 2 barrels) and a basic building

A closer look of the building:

Another angle:

From the tower (the tower slows down rendering, probably because of the polycount - I'll have to optimize the OBJ loader):

And... no it's not megatexture, but it's a huge one (it's from Skyrim):

The reason I'm using orange textures, is that I'm working on the engine, and I want to speed up the rendering, without textures in my way. It's easier to measure progress and frames-per-second like that. It also loads lighting fast.
I want to use hard-surface texturing, so I'll have to finish work on the engine first.
This is hard-surface texturing (not mine):

You can see dirtmode rendering, OBJ files (the tower, the Portal box, and 2 barrels) and a basic building

A closer look of the building:

Another angle:

From the tower (the tower slows down rendering, probably because of the polycount - I'll have to optimize the OBJ loader):

And... no it's not megatexture, but it's a huge one (it's from Skyrim):

The reason I'm using orange textures, is that I'm working on the engine, and I want to speed up the rendering, without textures in my way. It's easier to measure progress and frames-per-second like that. It also loads lighting fast.
I want to use hard-surface texturing, so I'll have to finish work on the engine first.
This is hard-surface texturing (not mine):

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Roo Holidays
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Re: What are you working on?
I created some quake-style gib sounds!!
Here is one of them:
http://soundcloud.com/squizzang/gib1
Sounds familiar doesn't it?
Here is one of them:
http://soundcloud.com/squizzang/gib1
Sounds familiar doesn't it?
- Squirt
- Posts: 30
- Joined: Fri Jan 21, 2005 2:08 am
Re: What are you working on?
sounds like you're using listerine while digging into a small bag of chips
DID I GUESS THE FOLEY?
DID I GUESS THE FOLEY?
i should not be here
- leileilol
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Re: What are you working on?
Chip; very nice, try posting that at mapcore wip thread to get better advice!
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goldenboy - Posts: 924
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Re: What are you working on?
goldenboy wrote:Chip; very nice, try posting that at mapcore wip thread to get better advice!
Will do GB! When I get back from my holiday!
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Roo Holidays
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Chip - Posts: 575
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- Location: Dublin, Ireland
Re: What are you working on?
leileilol wrote:sounds like you're using listerine while digging into a small bag of chips
DID I GUESS THE FOLEY?
Not quite. I am going berserk with a melon.
- Squirt
- Posts: 30
- Joined: Fri Jan 21, 2005 2:08 am
Re: What are you working on?
@ Chip: very nice map props! I'd like to see them textured, anyway!
really? the tower doesn't seem so high poly! How may tris could be? 2000?4000?
(the tower slows down rendering, probably because of the polycount - I'll have to optimize the OBJ loader)
really? the tower doesn't seem so high poly! How may tris could be? 2000?4000?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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- Location: Italy
Re: What are you working on?
toneddu2000 wrote:@ Chip: very nice map props! I'd like to see them textured, anyway!(the tower slows down rendering, probably because of the polycount - I'll have to optimize the OBJ loader)
really? the tower doesn't seem so high poly! How may tris could be? 2000?4000?
They were textured at some point, but then decided to remove them and work on the engine using dev textures.
Didn't check the tower, but it's relatively high poly (might not be optimized) and it's an OBJ format. Just got back from the holiday and must play with the OBJ loader.
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Chip - Posts: 575
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