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Re: What are you working on?

Postby leileilol » Wed Apr 18, 2012 9:18 pm

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
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Re: What are you working on?

Postby frag.machine » Fri Apr 20, 2012 2:30 am

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 r00k » Fri Apr 20, 2012 3:43 am

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? ;)
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Re: What are you working on?

Postby mankrip » Fri Apr 20, 2012 6:57 am

Well, the qtest player model has a swimming animation, but it doesn't work when attacking.
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Re: What are you working on?

Postby leileilol » Fri Apr 20, 2012 12:15 pm

there's also a swimming player in frik's jaws
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Re: What are you working on?

Postby Error » Sat Apr 21, 2012 8:46 am

there's also a tutorial on Inside3D with a downloadable swimming quake player model... right..... about...... HERE!!!
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Re: What are you working on?

Postby Irritant » Sat Apr 21, 2012 3:36 pm

http://red.planetarena.org - Alien Arena and the CRX engine
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Re: What are you working on?

Postby Chip » Wed Apr 25, 2012 2:21 pm

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

Image

A closer look of the building:

Image

Another angle:

Image

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

Image

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

Image

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):

Image
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Re: What are you working on?

Postby Squirt » Thu Apr 26, 2012 11:32 am

I created some quake-style gib sounds!!

Here is one of them:
http://soundcloud.com/squizzang/gib1
Sounds familiar doesn't it? :D
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Re: What are you working on?

Postby leileilol » Thu Apr 26, 2012 2:54 pm

sounds like you're using listerine while digging into a small bag of chips


DID I GUESS THE FOLEY?
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Re: What are you working on?

Postby goldenboy » Thu Apr 26, 2012 3:44 pm

Chip; very nice, try posting that at mapcore wip thread to get better advice!
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Re: What are you working on?

Postby Chip » Thu Apr 26, 2012 4:37 pm

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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Re: What are you working on?

Postby Squirt » Sat Apr 28, 2012 8:41 pm

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. :mrgreen:
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Re: What are you working on?

Postby toneddu2000 » Sat Apr 28, 2012 10:58 pm

@ 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?
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Re: What are you working on?

Postby Chip » Thu May 03, 2012 2:28 pm

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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