What are you working on?
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Re: What are you working on?
Tried 16 shade palette, shirt/pants things and MDL format. Some colors look ok, some don't.. and lots of similar colors. And apparently MDL didn't like having UV vertices in the middle of pixels. Maybe I'll use something else, and fewer player colors.
The jet/jump pack thing shows in the first person view at the top, so player knows when he has it. actually he's just a head
The minigun has a 0.6s prespin and then fire at 1200rpm. Sounds/code, but no animation yet. Also did some accelerating rockets. Maybe I do a rocket launcher next.
Up/Down looking done with 5 animations/poses and the 1/3rd pitch angle effect. I think it worked quite ok. Don't know how fun it'll be to copy about every animation 5 times...


The jet/jump pack thing shows in the first person view at the top, so player knows when he has it. actually he's just a head
The minigun has a 0.6s prespin and then fire at 1200rpm. Sounds/code, but no animation yet. Also did some accelerating rockets. Maybe I do a rocket launcher next.
Up/Down looking done with 5 animations/poses and the 1/3rd pitch angle effect. I think it worked quite ok. Don't know how fun it'll be to copy about every animation 5 times...
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?
Hello,
I was trying to get the vwep (visible player weapon) models to work via qc.
The engine I used is DarkPlaces, but the qc code does not need dpextensions.
I think it will work with any engine, as it doesnt make use of viewmodelforclient or any other DP specific extensions in 3rd person mode.
I made a short clip (1st person mode effects can only be achieved with extensions though...)
source code is included
http://www.youtube.com/watch?v=eGzv1k8u ... a0YmLJuMdw
I tried to make an 'interactive crosshair' which reacts to the individual selected weapon and its specific range towards enemies.
If the enemy can be shot/reached with the selected weapon, the crosshair turns green. If not, it turns red.
It is a rather simple qc mod.
source code is included
http://www.youtube.com/watch?v=6im9Zs78 ... a0YmLJuMdw
Best regards
I was trying to get the vwep (visible player weapon) models to work via qc.
The engine I used is DarkPlaces, but the qc code does not need dpextensions.
I think it will work with any engine, as it doesnt make use of viewmodelforclient or any other DP specific extensions in 3rd person mode.
I made a short clip (1st person mode effects can only be achieved with extensions though...)
source code is included
http://www.youtube.com/watch?v=eGzv1k8u ... a0YmLJuMdw
I tried to make an 'interactive crosshair' which reacts to the individual selected weapon and its specific range towards enemies.
If the enemy can be shot/reached with the selected weapon, the crosshair turns green. If not, it turns red.
It is a rather simple qc mod.
source code is included
http://www.youtube.com/watch?v=6im9Zs78 ... a0YmLJuMdw
Best regards
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
I like the palette and i like the models jim, looks nice!
Seven, the crosshair bit is cool, useful too, The vweps are very nice, the shotgun points at a weird angle though..that could be more forward. and the weapons could be more up against the shoulder.
I love the shader work, but im most jealous of the crunchy weapon switching sounds, where did those come from?
Seven, the crosshair bit is cool, useful too, The vweps are very nice, the shotgun points at a weird angle though..that could be more forward. and the weapons could be more up against the shoulder.
I love the shader work, but im most jealous of the crunchy weapon switching sounds, where did those come from?
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: What are you working on?
very nice palette, jim!
Great work Seven! Recoil and weapon carrying animations are great! I couldn't download all the stuff because I reached "downloads day limit" (bah..) so I would like to know: did you use csqc animations for player? The technique that ChristianIce and Nahuel showed on QuakeOne forums?
Great work Seven! Recoil and weapon carrying animations are great! I couldn't download all the stuff because I reached "downloads day limit" (bah..) so I would like to know: did you use csqc animations for player? The technique that ChristianIce and Nahuel showed on QuakeOne forums?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
gnounc wrote: [...] im most jealous of the crunchy weapon switching sounds, where did those come from?
Hello gnounc,
Thank you for your reply.
I remember the time when was working on it...
At first I wanted to have *just* a sound when switching weapons (identical sound for all weapons).
I am no good with the mic, so I was searching through available open soundbanks/libraries.
In the end I decided to make individual sounds for each weapon, to underline the different weapons more.
I of course could not find very fitting sound files, so I had to use audacity a lot. Using a lot of its "effects". It was a good experience and I can only recommend this small program. It can do magical things
But that was just 50%.
You maybe know, that I also convert the "small mod compilation" for mission pack 1 + 2.
The additional weapons in them ( together also: 8 ) needed different sounds as well...
(I personally like the mission pack weapon change sounds even more)
If you do not want to download the complete packs, I can upload only the 16 weapon change sounds separately if you are interested.
The qc behind it is quite simple, as you might have guessed.
toneddu2000 wrote:[...] I couldn't download all the stuff because I reached "downloads day limit" (bah..) so I would like to know: did you use csqc animations for player?
Hello toneddu2000,
Thank you.
I think the "download limit" from this hoster is directly related to your IP adress.
If you have a dynamic ip adress provider, you can simply reconnect and download the rest.
For Quake there are only 2 files (the other 2 are for mission pack 1 + 2).
I am sorry for the slow download speed. In the morning it is quite fast though...
Regarding your question:
As I wrote, the 3rd person player animations need no advanced engine features. csqc is one of these features.
If you look at how Hipnotic made the different player models with and without the mjolnir hammer, you will see how it is done basically.
I *think* Hexen2 does it like this as well.
It doesnt always need advanced engine features to achieve things. I am always impressed by the great available vanilla mods and their capabilities....
I am also a big fan of Hipnotics Armagon code. As far as I know, one of the first 2-halfed-model.
He can run+shoot, which looks great !
But of course, advanced engines make our life much easier and provide a lot of amazing things.
All other visible effects in 1st person mode needs viewmodelforceclient.
For the visible legs and its shader I needed even 2 viewmodelforceclient in parallel
Source code is included if you are interested.
Thank you again.
Best wishes.
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?

experimenting with brick textures and "terrain generator" tool for MS3D
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
Seven wrote:If you do not want to download the complete packs, I can upload only the 16 weapon change sounds separately if you are interested.
The qc behind it is quite simple, as you might have guessed.
Absolutely, I'd love that, thank you very much!
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: What are you working on?
@ Seven: well, knowing that you didn't use any advanced techniques, the result is even more impressive!
@Nahuel: Nice, but I'd lower specular a lot: bricks are 95% diffuse
@Nahuel: Nice, but I'd lower specular a lot: bricks are 95% diffuse
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Terrain generator for uneven ground, or the brick wall? The specular is fine if other textures also look wet and the sky looks like rain.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
oh, I'm sure the specular is fine. those bricks ARE metal, right?
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
Hello Nahuel,
You always come up with great findings !
I am sure Nahuel placed a light near the wall, just to show the effect.
And it looks beautiful and shows the possibilities really good.
Hello gnounc,
pm sent
You always come up with great findings !
I am sure Nahuel placed a light near the wall, just to show the effect.
And it looks beautiful and shows the possibilities really good.
Hello gnounc,
pm sent
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
@qbism @toneddu2000 is just a test , i am not using offsetting map or exagerated "specular map", is just a model in the wall. the terrain generator is for the bricks in the wall, so i get the model with ms3d and writing the hieghtmap in gimp
after i optimized the model (reducing poly count ) . the gloss mapping is exagerated and normal mapping is fine i think.
@Seven yeah the light is very near to show the shadows of the bricks, i think this tedious way to make "bricks" is nice to get medieval walls.
@Spike the bricks are of wet stone
@Seven yeah the light is very near to show the shadows of the bricks, i think this tedious way to make "bricks" is nice to get medieval walls.
@Spike the bricks are of wet stone
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
Very interesting stuff,gb. Thanks for sharing! The "Make it shootable!" part is what I was searching for a bit!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
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