What are you working on?
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Re: What are you working on?
thnx =D i was hoping it would =)
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?

Experimenting with applying gamma to the color lookup to approximate "ref_gl + 3dfxgl" for equal footing with the common 1998 Quake2 player. Compare: Screenshot of a 3dfx Voodoo2, and Screenshot of the original software renderer
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
The way the blue lighting and shadow artifacts blend to generate detail on the wall, that's what it's all about.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
So I needed to make a high res night sky, and I figured, rather than just randomly sprinkling stars on a texture, I should actually do it right. After searching around for a bit, I came across this site:
http://astronexus.com/node/34
The HYG database contained like 150,000+ stars, with their Cartesian coordinates, magnitude, color index, etc. Everything I needed to make an accurate starry sky.
So... I rendered them as particles inside of Paintball2:

If you cross your eyes, you can see the big dipper in 3D!
I'll try to put together a video later, since it's pretty cool to actually walk (or strafe jump) around the stars.
For the purposes of rendering a skybox, though, it was more practical to map all the stars to a sphere, and scale them based off of the magnitude value as seen from earth.
Here are a couple screenshots of what I think are about as accurate as I can get for the skybox:

A view of the north star (with the big and little dipper... about the only constellations I can identify, lol).

Orion, toward the upper left.

What it looks like when you go outside the sphere.

All rendered in Paintball2 in a horribly inefficient manner.
http://astronexus.com/node/34
The HYG database contained like 150,000+ stars, with their Cartesian coordinates, magnitude, color index, etc. Everything I needed to make an accurate starry sky.
So... I rendered them as particles inside of Paintball2:

If you cross your eyes, you can see the big dipper in 3D!
I'll try to put together a video later, since it's pretty cool to actually walk (or strafe jump) around the stars.
For the purposes of rendering a skybox, though, it was more practical to map all the stars to a sphere, and scale them based off of the magnitude value as seen from earth.
Here are a couple screenshots of what I think are about as accurate as I can get for the skybox:

A view of the north star (with the big and little dipper... about the only constellations I can identify, lol).

Orion, toward the upper left.

What it looks like when you go outside the sphere.

All rendered in Paintball2 in a horribly inefficient manner.
- jitspoe
- Posts: 217
- Joined: Mon Jan 17, 2005 5:27 am
Re: What are you working on?
wow, man that looks awesome!
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
So, is God looking at us while holding a shotgun ? 
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?
That's a paintball gun, so god's about to shoot out some nebulae.....
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
jitspoe: You should probably also try to fade some of them with clouds or if there's some city lights somewhere nearby, then you don't see the stars so well either...
--
I made some Anti-Tank Rifle. Need to put the left hand into a better place, so ignore it being in a wrong place...

--
I made some Anti-Tank Rifle. Need to put the left hand into a better place, so ignore it being in a wrong place...
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
The recoil and the guide rods for the barrel look great. Maybe should be a beefy handle for the left hand.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
I like the aesthetic Jim, very oldschool. Reminds me of gritty 80's scifi.
Maybe it's kind of huge for a hudgun tho?
Maybe it's kind of huge for a hudgun tho?
- Spiney
- Posts: 63
- Joined: Mon Feb 13, 2012 1:35 pm
Re: What are you working on?
Never stopped Gooseman. Even in Tactical Intervention he still does that "gun up to your left cheek" kind of thing he did 16 years ago!
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
I guess it's kinda big... suppose I could try squeeze it a bit shorter. While deciding what to do with it, I improved my earlier Pulse Rifle model to match the style of the other weapons. Keep ignoring the left hand in wrong place...

zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
Working on Hellsmash again, and finally found and squashed a "doh" level bug that was driving me nuts for years. It caused funky "deathframe dance" animation problems with the player model. (all this while trying to fix a stack overflow problem that happens in FitzQuake and FTE.)
As a side note, Spike needs to impliment mh's v_weapon model muzzleflash interpolation fix.
(FitzQuake Mark 5 even has this, but FTE doesn't?!
) In all fairness though, FTE has proper persistant colormaps and skin 0 reversion on player corpses and headgibs where FitzQuake Mark 5 doesn't. 
As a side note, Spike needs to impliment mh's v_weapon model muzzleflash interpolation fix.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
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