What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
Game development tradition dictates that if your game involves fire in any significant amount, you must show at least one screenshot of it. :)


aut viam inveniam aut faciam
-

Supa - Posts: 164
- Joined: Tue Oct 26, 2004 8:10 am
Re: What are you working on?
cool effects
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
I am working on a new single-player game set in the world of Quake. You can read more about it here.
http://spawnhost.wordpress.com/2012/06/09/scouts-story/
http://spawnhost.wordpress.com/2012/06/09/scouts-story/
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
goldenboy wrote:I am working on a new single-player game set in the world of Quake. You can read more about it here.
http://spawnhost.wordpress.com/2012/06/09/scouts-story/
Yep, read the article. Looking forward to see first concepts or first screens.
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
Re: What are you working on?
taniwha, those IQMs:
icculus.org/remakequake/rmq_iqms.zip
Only insane.iqm has any animations to speak of. All of them have armatures though (I think).
http://pastebin.com/wv1xpSBU
Insane frames
icculus.org/remakequake/rmq_iqms.zip
Only insane.iqm has any animations to speak of. All of them have armatures though (I think).
http://pastebin.com/wv1xpSBU
Insane frames
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
goldenboy: ooh, thank you! This shall be interesting 
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?
One very minor issue: where can I find info about th_talk? 
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?
http://pastebin.com/s8k9wWsF
Those are just some RMQ-isms that you can safely remove. He talks when triggered in RMQ, but to load the IQM and have it animate, that's not necessary. His talk routine was also broken when I last saw him.
Basically just remove the stuff that doesn't exist in standard Quake...
just try to load him and get him playing his idle anim first and foremost.
Noesis allows you to check what kind of animations an IQM actually has, btw.
Those are just some RMQ-isms that you can safely remove. He talks when triggered in RMQ, but to load the IQM and have it animate, that's not necessary. His talk routine was also broken when I last saw him.
Basically just remove the stuff that doesn't exist in standard Quake...
just try to load him and get him playing his idle anim first and foremost.
Noesis allows you to check what kind of animations an IQM actually has, btw.
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
After posting, I noticed other things like self.go and Gyro_*, so yeah, I'll just have to "port" it to normal progs. I asked because I was thinking of adding it to QF.
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?
Noeisis cleanly ported the insane.iqm to .mdl but I havent a use for that model except for the sheer enjoyment of watching a player beat the ground after losing 
It's nice to see a new animation for the old player model though
It's nice to see a new animation for the old player model though
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: What are you working on?
Yeah, it's made for a specific purpose. I'm just learning how to properly do walk animations, so in a few months I should have quite a few "standard" animated monsters etc. in IQM format. Animating itself is pretty simple, but walking for example needs to be done the right way to look natural. Animating with blending in mind (via csqc) is next.
Lots of stuff to do though.
Actually I will need to add polies as well simply to avoid the nasty distortions of the mesh. Quakeguy is so low poly that any movement causes extreme stretching of his skin.
Lots of stuff to do though.
Actually I will need to add polies as well simply to avoid the nasty distortions of the mesh. Quakeguy is so low poly that any movement causes extreme stretching of his skin.
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
Yeah, q1 models are pretty darn low-poly. However, for the most part, the artists did a very good job of getting them low-poly (shammy's belly is a bit of a mess). I was very impressed with the player model when I got to study it in blender.
Unfortunately, I haven't yet had time to look at the models
Unfortunately, I haven't yet had time to look at the models
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?
I think the most impressive and underrated aspect of the quake models is their animation
There's some pretty sweet IK work in there.
There's some pretty sweet IK work in there.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
I suspect there might even be motion capture. The animation is very good.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Who is online
Users browsing this forum: No registered users and 1 guest