What are you working on?
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Re: What are you working on?
a little couple hours worth of experimenting of the process of a certain snk game. the animations are bad and the deformations are terrible. again, experiment


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- leileilol
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Re: What are you working on?
nice 2D style emulation... plans for an OpenArena Fighting game? 
- Julius
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Re: What are you working on?
How weird is it that my friend just sent me a copy of Metal Slug 3, which has those tanks in it?
- jitspoe
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Re: What are you working on?
Yeah, MS is pure 2D awesomeness.
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?
leileilol: Doesn't look too bad.. maybe just some tweaking on the timing.
I made a palette... turned out pretty similar to Abuse palette. 256 unique colors. None are meant to be fullbrights. I'll use glow maps or fullbright the whole entity/model. Also I don't plan on using the shirt/pants way to switch the player color/team. I'll just use different textures.

I made a palette... turned out pretty similar to Abuse palette. 256 unique colors. None are meant to be fullbrights. I'll use glow maps or fullbright the whole entity/model. Also I don't plan on using the shirt/pants way to switch the player color/team. I'll just use different textures.

zbang!
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jim - Posts: 599
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Re: What are you working on?
I also see bits of Doom and Duke shades in there...
Personally i'd keep them sorted in 16 rows just to handle the software remapping effects for water, menu, as well as particles.
Personally i'd keep them sorted in 16 rows just to handle the software remapping effects for water, menu, as well as particles.
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- leileilol
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Re: What are you working on?
Well, I did try it with some Mars photos. Yea, Doom palette seems to convert them about the same.
I don't plan to use it too restrictively.. just want all the textures to use these colors and shades. Maybe I'll also use the grey shades for transparency masks, but need to change the 248 248 248 to 255 255 255 then. Colored lighting can change the colors, and with them I could have some of the "missing colors" too. There's also some possibility that I'd use some Doom engine instead (probably ignore any rules about its palette too), and very small chance for something else, like trying to make my own engine (but I don't have time for everything and not that good at programming). I see the palette as an artificial limit to get the game have a semi-retro style.
Made some new sky texture... Is meant to be some sunset sky. Also got the sky lights to have the correct color instead of becoming white.

I don't plan to use it too restrictively.. just want all the textures to use these colors and shades. Maybe I'll also use the grey shades for transparency masks, but need to change the 248 248 248 to 255 255 255 then. Colored lighting can change the colors, and with them I could have some of the "missing colors" too. There's also some possibility that I'd use some Doom engine instead (probably ignore any rules about its palette too), and very small chance for something else, like trying to make my own engine (but I don't have time for everything and not that good at programming). I see the palette as an artificial limit to get the game have a semi-retro style.
Made some new sky texture... Is meant to be some sunset sky. Also got the sky lights to have the correct color instead of becoming white.
zbang!
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jim - Posts: 599
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Re: What are you working on?
I'm also working on a palette.
[edit: image url change]
[edit: image url change]Last edited by qbism on Sat Feb 22, 2014 10:53 pm, edited 1 time in total.
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qbism - Posts: 1236
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Re: What are you working on?
I'm also working on widescreen support.

....for OA. This was long overdue.

....for OA. This was long overdue.
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- leileilol
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Re: What are you working on?
Is OA using stock ioq3 at this point? An ultrawide view would look good in splitscreen, 3 or 4 player with horizontal stacked views (in a map that's not too vertical...). I think there was once a Ninja turtle ioq3 with split, although the traditional 4 quadrant split.
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qbism - Posts: 1236
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Re: What are you working on?
No, it's a special fork at this point which dares to do things like this:


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- leileilol
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Re: What are you working on?
The widest resolution feels almost like a cheat compared to the 640x480.
I might try some 16 shade palette too, maybe also try having fullbrights at the bottom 2 rows. Can they have more freedom how many shades they have? Like could I do the red/orange/yellow explosion color with fewer than 16, so I'd have more shades for the other color explosions/stuff? Should I also organize the other 14 colors the same order they're in Quake?
I might try some 16 shade palette too, maybe also try having fullbrights at the bottom 2 rows. Can they have more freedom how many shades they have? Like could I do the red/orange/yellow explosion color with fewer than 16, so I'd have more shades for the other color explosions/stuff? Should I also organize the other 14 colors the same order they're in Quake?
zbang!
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jim - Posts: 599
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Re: What are you working on?
Looking at ordinary Quake, particle effect color ramps are hard-coded in the engine. Changing fullbright colors requires new textures.
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qbism - Posts: 1236
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Re: What are you working on?
I think qbism might appreciate this little fixed function postprocessing.


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- leileilol
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