What are you working on?
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Re: What are you working on?
I can relate to the synopsis on why you make mods. Criticism is important but at its worst can be dismissive, and this is a good response to "why?" or even "why bother"? Sometimes it's about growth rather than conformity and competition. Then that scene "Stick to the Stuff You Know" from High School Musical popped in my head.ajay wrote:http://earthquakemod.wordpress.com/2013/08/21/21_08_2013/ blog update
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qbism - Posts: 1236
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Re: What are you working on?
Ajay, about rain putting out the fire, it wouldn't necessarily do that if the fire is fed by gasoline. The flame would just go smaller, redder, and would smoke more.
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goldenboy - Posts: 924
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- Location: Kiel
Re: What are you working on?
Tried the rain globally. Too much slowdown, even for light rain. I am looking into more dynamic, localised rain though; future_stuff!
In the meantime, I've been playing with skyboxes: http://earthquakemod.wordpress.com/2013 ... 3_08_2013/
In the meantime, I've been playing with skyboxes: http://earthquakemod.wordpress.com/2013 ... 3_08_2013/
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
ajay i bet if you were to open this skybox up in photoshop and mess with the hues/brightness it might look pretty nice.


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ceriux - Posts: 2223
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- Location: Indiana, USA
Re: What are you working on?
I think you could be right. I need to have a play with it.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
Good luck finding a city at night skybox. I've been looking for that a long time without success. 
But I liked the ones with storm clouds, even if they don't set the correct mood for your mod. I suppose "london" with some thin, dark distant fog would look quite spooky.
But I liked the ones with storm clouds, even if they don't set the correct mood for your mod. I suppose "london" with some thin, dark distant fog would look quite spooky.
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
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Re: What are you working on?
i think ive seen a city scape at night unless im thinking of duke nukem
- r00k
- Posts: 1110
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Re: What are you working on?
Half-Life has a peculiar-looking cityscape-at-night skybox 
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
ceriux wrote:
That is actually starting to look great. The only thing looking a bit odd for me are the lampposts, the rest is perfect.
Ajay, using MDL models for the lampposts would allow them to have gouraud shading, which would look better. They would cast no shadows then, but you can cheat around that by placing a thin BSP brush inside the places where the lampposts are placed (effectively turning the MDL models into clothing for the brushes). And then, you can use a larger clipping brush to prevent players from partially walking into the lampposts.
Up view example, from a random image I've found:

The inner square brush would be the visible one used for casting shadows, and the outer square brush would be the clipping one. The circle would be the lamppost MDL model.
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mankrip - Posts: 915
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Re: What are you working on?
An issue with mapmodels is PVS - you don't want them to disappear if their origin is blocked from view, do you?
i should not be here
- leileilol
- Posts: 2783
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Re: What are you working on?
r00k wrote:i think ive seen a city scape at night unless im thinking of duke nukem
Sorry, I should have made myself clear: the few ones I found were low resolution and had terrible scale issues.
leileilol wrote:Half-Life has a peculiar-looking cityscape-at-night skybox
Yeah,
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?
ceriux wrote:ajay i bet if you were to open this skybox up in photoshop and mess with the hues/brightness it might look pretty nice.
I like this skybox very much as well.
If this one is not spooky, which one is ?
And like Chip said in his comment on your site:
It is good that the sky has some colors. That is fitting very good to the rest of the scene.
EDITED:
Regarding the issue with .mdl models in maps:
I am by far no mapper and have no experience with that, but didnt LH added this extension to help in this matter ?
//DP_EF_DYNAMICMODELLIGHT
//idea: C.Brutail, divVerent, maikmerten
//darkplaces implementation: divVerent
//effects bit:
float EF_DYNAMICMODELLIGHT = 131072;
//description:
//force dynamic model light on the entity, even if it's a BSP model (or anything else with lightmaps or light colors)
When enabling realtime lights, as far as I know every .mdl model which is placed as a decorative in maps casts shadows, no ?
This is at least the experience I made with some decoratives I found on the internet...
But I might be wrong of course, because I am no mapper. I only like to tinker around with this.
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
Thanks chaps. The lamp posts are not models as you've guessed; they're the third iteration of them and the most complex and best so far and are not entirely unlike some uk lamp posts. I think the scale's off, but the generally shape isn't too far away. I would prefer them to be mdls, but, although I've dabbled with blender, I still suck at modelling. Oh for an easy .map to .mdl program.
As far as the mod goes, I've had a significant breakthrough, narrative wise, that's going to help me push on with the rest of it. There's some coding implications, especially some CSQC that I'll need to learn, but that's no bad thing
Happy days
As far as the mod goes, I've had a significant breakthrough, narrative wise, that's going to help me push on with the rest of it. There's some coding implications, especially some CSQC that I'll need to learn, but that's no bad thing
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
those lampposts can't be from the UK. there's too many of them. and too many of them are actually working. also they don't have nearly enough random useless signs stuck to them.
- Spike
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