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Re: What are you working on?

Postby horrorporn » Fri Dec 14, 2012 1:12 am

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/


I don't think you're doing enough with the early pc aesthetic, try adding adding a skybox to bring out the profile of the buildings (it's night time but consider city light pollution), brighten things up a bit with more light then add some depth fog in a cool dark colour to give scenes more depth and a bit of a colour cast over the rendered image, the constant black is kind of boring and makes the scene hard to read.

Also consider looking at psx games, many of them managed complicated and interesting levels using no more effects than are available in most quake engines.
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Re: What are you working on?

Postby ceriux » Fri Dec 14, 2012 5:17 am

horrorporn wrote:
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/


I don't think you're doing enough with the early pc aesthetic, try adding adding a skybox to bring out the profile of the buildings (it's night time but consider city light pollution), brighten things up a bit with more light then add some depth fog in a cool dark colour to give scenes more depth and a bit of a colour cast over the rendered image, the constant black is kind of boring and makes the scene hard to read.

Also consider looking at psx games, many of them managed complicated and interesting levels using no more effects than are available in most quake engines.


i think hes saying this?

Image

Image

i personally like your original stuff, i never was really scared of silent hill.. it was too bright.

this kinda is okay

Image
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Re: What are you working on?

Postby Nahuel » Fri Dec 14, 2012 6:05 pm

ceriux wrote:
i personally like your original stuff, i never was really scared of silent hill..

Silent hill is scary for the saturated ambient and blood, not for darknes !
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby leileilol » Sat Dec 15, 2012 3:46 pm

thanks fabiensanglard
Image
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Re: What are you working on?

Postby hogsy » Sat Dec 15, 2012 7:27 pm

Experimenting with the HUD in OpenKatana seeing how it looks depending on the contrast and brightness of the environment versus the brightness of the HUD. Ignore the level as it's incomplete.
Image

It's interesting how vastly it can change the mood of a scene, when too dark everything can seem incredibly dull but when the opposite it can really help make everything feel more alive and vice-versa. We're currently looking into having the brightness of the HUD adjust automatically depending on the scene :)
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Re: What are you working on?

Postby mankrip » Sun Dec 16, 2012 8:25 am

leileilol wrote:thanks fabiensanglard
http://leileilol.mancubus.net/engoo/shots/filter9.gif

I'm damn impressed. Is there any impact on the framerate?
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Re: What are you working on?

Postby leileilol » Sun Dec 16, 2012 12:56 pm

Halves it (at least it does in Dosbox). This is unfortunately a C-only implementation. I tried to get it to work with the mh spans duff device but that just brought me with colorful noise and crashes, so i'm using it with the initial qbism Drawspans16_C.
I got it to work with sprites as well, since the span functions are similar.

While it does appear very grainy in screenshots, in motion it's not very noticably grainy and almost looks like Vquake.

I just recieved his blessing too, i'll commit this later. :P
I almost want to do a release, but there are some strange bugs involving dynamic lighting and aspect ratio at the moment, and i'd also like to attempt implementing model interpolation from mh's tutorial again. My first attempt led to heavy crashes, and doing it now i'd have to start over as I have colored lighting stuff all over the model code.

andrewj's "weird" dither effect is something i'd like to get working again too (rendered the map in 15bpp, then dithered to 8bpp). It would be interesting to combine that, the kernel filtering, and the colored lighting all together to make one quasi-Unrealish renderer, and maybe bring all that up to having a 16bpp/24bpp option as well.
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Re: What are you working on?

Postby hogsy » Sun Dec 16, 2012 2:59 pm

Blending test between light and dark HUD. This is obviously early stuff again but should give you an idea of what we're looking at doing...
http://www.youtube.com/watch?v=uSHu3cTgEF4
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Re: What are you working on?

Postby mankrip » Sun Dec 16, 2012 6:04 pm


Thanks a lot! This is just what I needed. At first I looked at his Quake 1 article and didn't find it.

I'll implement this in Makaqu today. This is one of the top ten, probably even top five features I've wanted to implement the most. PrBoom is the only open source engine I know that can pull that effect without any significant impact on the framerate (even in pure C, which is used in the Dingoo A320 port), but its code is too hard to read so I could never decipher it.

leileilol wrote:I tried to get it to work with the mh spans duff device but that just brought me with colorful noise and crashes, so i'm using it with the initial qbism Drawspans16_C.

You're probably having the same problem I had when trying to optimize Makaqu's stippled water. I don't remember whether I've fixed the last released version of it before removing it, but I've applied the same fix to the stippled sky code, so you can adapt from that.
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Re: What are you working on?

Postby mankrip » Sun Dec 16, 2012 7:41 pm

mankrip wrote:I'll implement this in Makaqu today.

Got the basic functionality working in a couple minutes, by just copying & pasting it.

Making this filter not work on mipmaps should reduce the impact on the framerate by quite a lot in most scenes. I'm also going to port it to the optimized spans drawing functions, and I'll try to implement it for turbulent surfaces and for the sky. Implementing it for SPR models is a given, and implementing it for MDL models will have to wait because I've still got a bunch of other changes to do in the MDL rendering first.

Implementing it on turbulent surfaces should require pseudo-mipmap calculations to be implemented in order to disable it on distant surfaces, and it can probably be toggled for the whole sky at once based on the current FOV. SPR (and eventually, MDL) models should also get it toggled based on a distance * screen size algorithm.
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Re: What are you working on?

Postby ceriux » Tue Dec 18, 2012 7:13 am

a player customization system. so far only the head is animated.

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Re: What are you working on?

Postby mankrip » Tue Dec 18, 2012 2:56 pm

hogsy wrote:Blending test between light and dark HUD. This is obviously early stuff again but should give you an idea of what we're looking at doing...
http://www.youtube.com/watch?v=uSHu3cTgEF4

This makes the HUD looks as part of the 3D world. This is good for games like Daytona USA or Metroid Prime, but in Daikatana's case I think a HUD that is clearly not part of the 3D world works better. Doom 3 has a mix, with some weapons having their ammo counters built in, and others having it in the HUD, but it worked flawless.
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Re: What are you working on?

Postby hogsy » Thu Dec 20, 2012 3:35 am

We intentionally want the HUD to be part of the world otherwise we feel that compared to everything else within the scene, it sticks out too much.
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Re: What are you working on?

Postby qbism » Thu Dec 20, 2012 3:59 am

hogsy wrote:We intentionally want the HUD to be part of the world otherwise we feel that compared to everything else within the scene, it sticks out too much.

The HUD looks like a physical dashboard, part of a helmet or something, so it works for it to be part of the world.

Vweps with built-in ammo displays would be interesting in Quake. Not sure how within vanilla. May require DP extension and a separate vweap model hud piece that changes skin.
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Re: What are you working on?

Postby leileilol » Thu Dec 20, 2012 1:31 pm

I'd probably print a ibar num of self.currentammo on the gun's skin itself with a provided position through some externally loaded file loaded with the model(v_rifle.scr). This is the only way I can think of imitating an unreal-style scripted texture (and animated textures in software - textures/WFALL.scr could be a file telling it to scroll down)

to give an idea to start with, FTEQW has a scrapped "Bulleten" system intended to print text on walls like a bulletin. This system can be reworked as a texture script system.


Also, I benchmarked the filtering on a Pentium. Going from 21fps to 15fps average on start.bsp isn't so bad at 320x200 (and that's jumping from an ASM spans to a C spans!), and even in 360x480 the fps loss is small from 10fps to 6fps. I do wonder why the loss is much bigger in DOSBox and modern cpus, though
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