What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
Holy gorilla arms, Batman!
Running around with one's arms out like that looks painful.
Also, such a pose is not so useful: both arms out like that severely limits the power one can deliver. Normally, one arm is "extended" with the hand at about shoulder height and the elbow at 90 degrees, while the other is tucked at one's side, just below the ribs, or just in front on the sternum (depending on the pose). The extended arm is used for blocking and light jabs, while the tucked back arm is used for the power punch (and maybe some blocking). Whether the hands are fisted or flat depends on the pose. (I got to green belt in karate while I was still doing it)
Running around with one's arms out like that looks painful.
Also, such a pose is not so useful: both arms out like that severely limits the power one can deliver. Normally, one arm is "extended" with the hand at about shoulder height and the elbow at 90 degrees, while the other is tucked at one's side, just below the ribs, or just in front on the sternum (depending on the pose). The extended arm is used for blocking and light jabs, while the tucked back arm is used for the power punch (and maybe some blocking). Whether the hands are fisted or flat depends on the pose. (I got to green belt in karate while I was still doing it)
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?
Downloaded and set up Blender 2.63 with the taniwha quake .mdl import / export as well as the .iqm exporter.
Took a little getting used to, but I actually like blender 2.63's layout better than 2.49's. Also taniwha's import / export scripts are an absolute godsend. (now if only the .iqm guy would make an importer to go with his exporter
)
Gonna start making some new weapon models soon, starting with the new gauntlets (yes, they're coming back for this next version of hellsmash) with integrated wristcomputer / remote detonator control / shield generator. (and also the mighty foot)
Took a little getting used to, but I actually like blender 2.63's layout better than 2.49's. Also taniwha's import / export scripts are an absolute godsend. (now if only the .iqm guy would make an importer to go with his exporter
Gonna start making some new weapon models soon, starting with the new gauntlets (yes, they're coming back for this next version of hellsmash) with integrated wristcomputer / remote detonator control / shield generator. (and also the mighty foot)
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
That's Great!
Also, i've downloaded the Blender 2.65 SVN and i'm playing with dyntopo. I successfully rendered a normal map with it.
Also, i've downloaded the Blender 2.65 SVN and i'm playing with dyntopo. I successfully rendered a normal map with it.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
Worked a lot more in my mod to reach a playable state (still, there are a ton of things to fix/implement/polish).
Since it's a homage/ripoff from TF2 MvM (please Valve don't sue me) I called it Mariners versus Monsters (please Valve don't sue me. Seriously: DON'T SUE ME).
Here's some small gameplay videos. Please, ignore the ripped sounds/ugly skins and models, all of these are placeholders or unfinished.
the ammo dispenser
the workbench
the healing station in action
weapon: the (ugly skinned) Tesla Coil
The gran finale: Shub Niggurath is presented to an ICBM
Since it's a homage/ripoff from TF2 MvM (please Valve don't sue me) I called it Mariners versus Monsters (please Valve don't sue me. Seriously: DON'T SUE ME).
Here's some small gameplay videos. Please, ignore the ripped sounds/ugly skins and models, all of these are placeholders or unfinished.
the ammo dispenser
the workbench
the healing station in action
weapon: the (ugly skinned) Tesla Coil
The gran finale: Shub Niggurath is presented to an ICBM
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
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
Dr. Shadowborg: I understand your feeling, but the iqm guy actually doesn't need to as somebody else already has
.
I'm glad you like my script. It seems to work with 2.65a, too, btw.
One word of warning with iqm and noesis: until recently noesis was generating iqms that were not to spec (misinterpretation of the size field of vertex arrays) but darkplaces ignored the issue (QF does not, though I plan on making QF cope with it). Dick did fix it the other day, but I don't know if the fixes are uploaded yet. The blender export script does write to-spec iqms.
I'm glad you like my script. It seems to work with 2.65a, too, btw.
One word of warning with iqm and noesis: until recently noesis was generating iqms that were not to spec (misinterpretation of the size field of vertex arrays) but darkplaces ignored the issue (QF does not, though I plan on making QF cope with it). Dick did fix it the other day, but I don't know if the fixes are uploaded yet. The blender export script does write to-spec iqms.
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?
Bloom.


We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: What are you working on?
@Dr. Shadowborg, nice to hear you are working on your previous project (hellsmash), is there a website with information on this project?
@frag.machine, your quake mods always amaze me, especially the complex game play and scripting systems you put into them. I was extremely impressed with your RPG (I found it by accident while looking for some youtube videos). The thing that always bothers me is your graphics and level design, they always seem so low detail and haphazard with the texture alignment. I know underneath there is a lot of time and effort been put into your projects but visually it makes me cringe.
@mh, wow that is a nice, it almost makes the cyborgs monsters look sweet and Doris Day like!
I am referring the soft focus affect, shouldn't the face of the monster be more in focus? What about a radius to the bloom effect (I assuming it is centered around the light source at the back) because when coupled with low resolution textures it makes the whole scene look blurry.
@frag.machine, your quake mods always amaze me, especially the complex game play and scripting systems you put into them. I was extremely impressed with your RPG (I found it by accident while looking for some youtube videos). The thing that always bothers me is your graphics and level design, they always seem so low detail and haphazard with the texture alignment. I know underneath there is a lot of time and effort been put into your projects but visually it makes me cringe.
@mh, wow that is a nice, it almost makes the cyborgs monsters look sweet and Doris Day like!
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?
This one's nicer. 

The bloom is centered around any bright areas in the scene, and I'd deliberately waited until the monster had gone into shadow before taking that shot, just for a nice contrast.

The bloom is centered around any bright areas in the scene, and I'd deliberately waited until the monster had gone into shadow before taking that shot, just for a nice contrast.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: What are you working on?
sock wrote:@Dr. Shadowborg, nice to hear you are working on your previous project (hellsmash), is there a website with information on this project?
Sadly, with the fall of slipgateconstruct.com not anymore. Come to think of it, the last version I released (which had the cybervore and a couple of SP maps) is probably now a (temporarily) lost mod...
...And now that I look around with google, I find that not only did it get a pic of the day over at planetquake, I also find a rather suprisingly large stack of news references to it from 2010-2012, ranging from various Quake sites (including sites from Brazil!), PSP gamer forums. (2012 for the third party PSP release)
[shameless p1mp]
http://planetquake.gamespy.com/View.php ... il&id=4137
[/shameless p1mp]
PQ Pic of the day is better than nothing I guess until I can find time to upload a copy to quaketastic or something...
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
@mh, it does not feel right because the whole scene is blurry, it feels like the depth (crispness) has been removed and it is like looking through a dirty lens. Don't get me wrong I do like the effect but it needs to be a radius around the light source or only affect surfaces which face the bloom effect. Also you should pester a level designer to create you some better test maps, unfortunately Q2 maps do look dated with lack of detail and architectural shapes.
@Dr. Shadowborg, wow I did not know there was new levels as well, you need to release something soon. I am curious to see what the level/game design is like.
@cerius, what is the model for? new player? npc?
@Dr. Shadowborg, wow I did not know there was new levels as well, you need to release something soon. I am curious to see what the level/game design is like.
@cerius, what is the model for? new player? npc?
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?
sock wrote:@frag.machine, your quake mods always amaze me, especially the complex game play and scripting systems you put into them. I was extremely impressed with your RPG (I found it by accident while looking for some youtube videos). The thing that always bothers me is your graphics and level design, they always seem so low detail and haphazard with the texture alignment. I know underneath there is a lot of time and effort been put into your projects but visually it makes me cringe.
Yeah, I know... I am just a programmer, not exactly a good mapper or 3D modeller. I am able to crank some placeholders to get things working, but having some help on the artwork department for the final "product" wouldn't hurt, LOL
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
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
sock its for my project, iv been working on an rpg. right now just trying to get equipment to show having problems with the body swapping, so i decided to model out my player.mdl. but i remember someone asking for a regular human model. so i might release the src for him too.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
Dr. Shadowborg wrote:...And now that I look around with google, I find that not only did it get a pic of the day over at planetquake, I also find a rather suprisingly large stack of news references to it from 2010-2012, ranging from various Quake sites (including sites from Brazil!), PSP gamer forums. (2012 for the third party PSP release)
Doc: results with brazilian sites shouldn't be a surprise, actually there's a small but active Quake community here (mostly QW players, but still).
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
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
The Doom community is disproportionately bigger though, probably thanks to Brutal Doom.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
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