What are you working on?
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Re: What are you working on?
Seven wrote:Hello Irritant,
Your Alteria project screenshots looks really nice.
It has a horror/fantasy flair, which I like very much.
I didnt know "Alteria" yet and want to try the original version.
Unfortunately I cannot find it (planetquake links are dead).
Can someone upload it ?
Thank you very much.
i was played alteria before my hd crash in january
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
Seven wrote:Hello Irritant,
Your Alteria project screenshots looks really nice.
It has a horror/fantasy flair, which I like very much.
I didnt know "Alteria" yet and want to try the original version.
Unfortunately I cannot find it (planetquake links are dead).
Can someone upload it ?
Thank you very much.
There might be, at least Linux versions still floating around the interwebs. Getting it to run is another story, as the engine crashes on newer drivers. Probably the quake extension string length bug, not sure. If I get a chance I'll upload the original Windows installer which has the source code if anyone wants to try to get it running. The original website/manual for the game is here - http://red.planetarena.org/alteria_legacy/
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?
Irritant wrote: If I get a chance I'll upload the original Windows installer which has the source code if anyone wants to try to get it running.
that will be greatly appreciated
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
Still tinkering away. I would be really grateful if people could read and respond to this blog post, it would help me lots:
http://earthquakemod.wordpress.com/2012 ... 12_2012-2/
http://earthquakemod.wordpress.com/2012 ... 12_2012-2/
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
The IQM pipeline experiment of making vweps along with the player model has proven to be a failure

Even worse when I can't define skin paths explicitly at any part of it, so I have to drag my PCX's into the root.
Ideally i'd want every vwep to use the same texture page from a specially crafted 256x256 models/weapons/world.pcx for the world and vwep models to use. To save a lot of memory and switching. Q2's data is rather inefficient, a total media from-scratch-do-over just io see better crusher.dm2 benchmarks would be interesting. I'd do the same to projectiles (one texture would have laser, rocket, grenades, and "hellrot" bomb) puffs, and ammo pickups.
and before you ask, no, I am not making an elf game(although she's out of place, it didnt stop the Q2 DM community from being LITTLE FAERIES 86% of the time(and badly animated cows)). This is the only readily available animated 2.6x rigify model I used to test. Its pipeline is IQM > MD3 > MD2. I have to convert to MD3 first because apparently -mdlnobase doesn't work (Noesis).
I won't be able to use the IQM pipeline for some models like explosions in which a vertex morph sequence is ideal to drive them.
(I should really pack her and that shotgun weapon into a blend file so taniwha might have a look)

Even worse when I can't define skin paths explicitly at any part of it, so I have to drag my PCX's into the root.
Ideally i'd want every vwep to use the same texture page from a specially crafted 256x256 models/weapons/world.pcx for the world and vwep models to use. To save a lot of memory and switching. Q2's data is rather inefficient, a total media from-scratch-do-over just io see better crusher.dm2 benchmarks would be interesting. I'd do the same to projectiles (one texture would have laser, rocket, grenades, and "hellrot" bomb) puffs, and ammo pickups.
and before you ask, no, I am not making an elf game(although she's out of place, it didnt stop the Q2 DM community from being LITTLE FAERIES 86% of the time(and badly animated cows)). This is the only readily available animated 2.6x rigify model I used to test. Its pipeline is IQM > MD3 > MD2. I have to convert to MD3 first because apparently -mdlnobase doesn't work (Noesis).
I won't be able to use the IQM pipeline for some models like explosions in which a vertex morph sequence is ideal to drive them.
(I should really pack her and that shotgun weapon into a blend file so taniwha might have a look)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
The whole thing sounds like bad tools (the iqm->md3 converter and/or the md3->md2 converter).
I actually made a start on adding sp2 support to QF (starting with qfspritegen), but got fed up with compiler errors trying to compile Q2 so I could test things and thus went back to qfcc hacking (dags and sets and internal errors, oh my!). The compiler errors in QF's Q2 base are from improvements in gcc: better aliasing problem detection, dead code detection, etc. Also, I think it was the first time QF's Q2 was compiled for 64 bits.
Anyway, it looks like the tools aren't properly separating the vwep from the model. Also, not being able to specify paths just sounds bogus as that seems to have been one of the main points of Q2's format changes (at least for sprites, I haven't looked into md2 yet).
[edit] PS. I'd gladly take a look at the blend.
I actually made a start on adding sp2 support to QF (starting with qfspritegen), but got fed up with compiler errors trying to compile Q2 so I could test things and thus went back to qfcc hacking (dags and sets and internal errors, oh my!). The compiler errors in QF's Q2 base are from improvements in gcc: better aliasing problem detection, dead code detection, etc. Also, I think it was the first time QF's Q2 was compiled for 64 bits.
Anyway, it looks like the tools aren't properly separating the vwep from the model. Also, not being able to specify paths just sounds bogus as that seems to have been one of the main points of Q2's format changes (at least for sprites, I haven't looked into md2 yet).
[edit] PS. I'd gladly take a look at the blend.
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?
(8:44:11 PM) Rich: -mdlnobase is working for me
(8:44:22 PM) Rich: Tell him it's intended to not insert the basepose into the mdl as frame 0
(8:44:22 PM) Rich: Tell him it's intended to not insert the basepose into the mdl as frame 0
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: What are you working on?
Ceriux: It looks amazing! Perfect for a medieval or Resident Evil style game.
The first image looks a lot like your mod. But like others said, just ignore the complaints about the brightness. Dark and moody games are to be played in the dark!
In my opinion, most people that complains about a game being too dark actually play it during the day, with lights on or sunlight coming through windows. The amount of sunlight in a room greatly affects the visibility of dark scenes in any monitor, it is something that's simply beyond your control, and it can also vary greatly during gameplay (when, for example, clouds gets in front of the sun).
ajay wrote:Still tinkering away. I would be really grateful if people could read and respond to this blog post, it would help me lots:
http://earthquakemod.wordpress.com/2012 ... 12_2012-2/
The first image looks a lot like your mod. But like others said, just ignore the complaints about the brightness. Dark and moody games are to be played in the dark!
In my opinion, most people that complains about a game being too dark actually play it during the day, with lights on or sunlight coming through windows. The amount of sunlight in a room greatly affects the visibility of dark scenes in any monitor, it is something that's simply beyond your control, and it can also vary greatly during gameplay (when, for example, clouds gets in front of the sun).
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
mankrip wrote:Ceriux: It looks amazing! Perfect for a medieval or Resident Evil style game.
thanks, now i'm trying to figure out how to get it to load ingame using VHE -.-
if you were wanting it: http://www.mediafire.com/?9arwavnh7hredxu

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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
ajay wrote:I would be really grateful if people could read and respond to this blog post
I tried to post a comment on your blog but it wanted me to login, so I am here instead.
Since I’ve first had feedback about earthQuake, the overriding assessment has been that it’s too dark.
The problem is not the darkness of your mod/game, it is your screenshots lack focus.
Example 1 - taken from your website

The first impression is just black, where is the colour? The image has some colour, it is not a black/white image.
There is no light/dark contrast, it is either pitch black or soft lighting, the shadows are not defined
If you look at the full image then you can start making stuff out, but it is an effort
The image needs a defined border and the excess black should be cropped, zoom in and focus on your subject
You need to lead the eye around the image to what you want to show, there should be a starting point
The main sources of lights (lamp posts) are not bright enough, they should be a hot light source creating cool shadows
What are you trying to show in this image? Is the focus the building in the background? Where is the foreground focus?
If you reduce this image down to a small thumbnail, its pitch black and that is never a good sign.
The problem is not the game/mod, that you want a dark game or people are viewing on different monitors, it is you are not thinking about what you want to say with your screenshots. I feel that the scene you have take a screenshot of lacks polish, the lighting looks flat and/or rushed. You should focus on getting each element right first, work out how bright lamp posts should be, what shadows they cast, what light entities setup you should create. Test all these things in small maps, get the right setting first and then copy and paste them into your main map. Build up your scene piece by piece. Find a friend or family member and show them your screenshot. Ask them what their first impression is in a single word. Screenshots are rarely like in-game scenes, they are marketing tools to get people interested in what you are doing. If lots of people are complaining that your screenshots are too dark, well it is probably true.
ceriux wrote:
Wow very cool, you should animate it so that people can trigger the model in game. Also the head angle should be pointing down so that the model is looking at people. Possible animation ideas could be it moves the head downwards based on a trigger in-game. It would be spooky if the head/eyes followed the player around a room.
EDIT: Damn grammer/spelling mistakes!
Well he was evil, but he did build a lot of roads. - Gogglor
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sock - Posts: 137
- Joined: Thu Aug 23, 2012 7:16 pm
- Location: Wandering Around
Re: What are you working on?
In that specific shot, the bicycle really looks too dark, given that it's right under the light. The van on the right could also be a little brighter.
Metallic objects and objects with shiny painting like these reflects more light than things like concrete and asphalt, so they should be brighter. But I guess the correct way to do this would be to use bumpmapping.
Metallic objects and objects with shiny painting like these reflects more light than things like concrete and asphalt, so they should be brighter. But I guess the correct way to do this would be to use bumpmapping.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
ew i miss the old screenshots!
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ceriux - Posts: 2223
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