What are you working on?
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Re: What are you working on?
jim 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?
Upped all the source-code to our github now 
https://github.com/OldTimes-Software/ProjectKatana
Edit:
Forgot to add but everything except the game-logic is up on there. I'll throw a template or example up at some point.
https://github.com/OldTimes-Software/ProjectKatana
Edit:
Forgot to add but everything except the game-logic is up on there. I'll throw a template or example up at some point.
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hogsy - Posts: 198
- Joined: Wed Aug 03, 2011 3:44 pm
- Location: UK
Re: What are you working on?
I was working on a redesign and the embargo was finally lifted: https://www.quaddicted.com/
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Re: What are you working on?
Wow and I recieved a very special valuable third party promotional offer!!!! thanks quaddicted!!!
ALSO BREAKING NEWS
ALSO BREAKING NEWS
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
14 years to wait for the new Quake is a long time... ;(
I decided scrap my earlier ultra-violent ideas and work on a dancing game instead. Here's a small preview of: Dance Dance Explosion 2000!
It's time to explode your enemies with dance moves!
I decided scrap my earlier ultra-violent ideas and work on a dancing game instead. Here's a small preview of: Dance Dance Explosion 2000!
It's time to explode your enemies with dance moves!
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?
lol. I expect a fight with Lady Gaga!
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?
Leilei that actually looks really cool.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
I'd love to see you creating something inspired in GitS' Major Motoko, leileilol.
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?
Impressive, the linework in the texture works really nicely together with the sobel (?) filter. Cell shading looks good also. It really brings out the anime aspect. Could be the future look for OA?
- Spiney
- Posts: 63
- Joined: Mon Feb 13, 2012 1:35 pm
Re: What are you working on?
Felt inspired to fire up Filter Forge again and revise one of my procedurally generated wood textures:


- jitspoe
- Posts: 217
- Joined: Mon Jan 17, 2005 5:27 am
Re: What are you working on?
Spiney wrote:Could be the future look for OA?
Maybe as a cvar that loads available _cel shaders if found instead (since this would work best with individually made assets, you can't simply throw everything through that stupid "Cell Shading" patch). The celshading works with both ambient color and light color so it's not as lazy as most implementations out there, though it is relatively expensive, with 4 stages, similar to the map texture lightmap multitexture process:
1- ambientcolor flat shading, $whiteimage, opaque
2- directcolor-ambientcolor flat shading, specially uv generated cel circle image, additive
3- the specular, which is like 2 but a much smaller scale of the same cel circle image, additive, alphagen specular w/ GT128
4- the skin, filter blended, rgbgen identity
The best part of this is that vertexlighting mode falls back to a single goraud shaded stage
Furthermore the outlines come from a GLSL postprocess shader that adds outlines given depth. It also gives slight color-based sobel outlines at close range, though I rather would have hue/saturation-based outlines The shader also darkens the picture, adds stylized cross bloom (inspired by Prey), and has a second pass to slightly blur it all trying to give things an old OVA look, which i'll try to add more to, like maybe film grain or chromatic abberation.
fun fact: that player model totals 1140kb uncompressed, with both the normal skin and the cel skins (in jpeg form. okay, so there's some compression, and the MDR format, but my point is the overall filesize is a tiny fraction relative to the typical OA player model in MD3, helping my prospect for a smaller total filesize)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
adding footstep sounds.. based on floor texture name... *testing...
- Code: Select all
char *nodename = " ";
int RecursiveNodePoint (mnode_t *node, vec3_t start, vec3_t end)
{
float front, back, frac;
vec3_t mid;
void DrawGLPolyHighlight(glpoly_t *p);
loc0:
if (node->contents < 0)
return false; // didn't hit anything
// calculate mid point
if (node->plane->type < 3)
{
front = start[node->plane->type] - node->plane->dist;
back = end[node->plane->type] - node->plane->dist;
}
else
{
front = DotProduct(start, node->plane->normal) - node->plane->dist;
back = DotProduct(end, node->plane->normal) - node->plane->dist;
}
// optimized recursion
if ((back < 0) == (front < 0))
{
node = node->children[front < 0];
goto loc0;
}
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0]) * frac;
mid[1] = start[1] + (end[1] - start[1]) * frac;
mid[2] = start[2] + (end[2] - start[2]) * frac;
// go down front side
if (RecursiveNodePoint(node->children[front < 0], start, mid))
{
return true; // hit something
}
else
{
int i, ds, dt;
msurface_t *surf;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i = 0 ; i < node->numsurfaces ; i++, surf++)
{
ds = (int)((float)DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
dt = (int)((float)DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);
if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
continue;
ds -= surf->texturemins[0];
dt -= surf->texturemins[1];
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
if (developer.value)
DrawGLPolyHighlight(surf->polys);
nodename = (surf->texinfo->texture->name);
return true;
}
// go down back side
return RecursiveNodePoint (node->children[front >= 0], mid, end);
}
}
void GetNodePoint (vec3_t p, vec3_t end)
{
RecursiveNodePoint (cl.worldmodel->nodes, p, end);
SCR_CenterPrint (nodename);
}
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: What are you working on?
Procedurally generated world + split model + top down camera + misc stuff:
http://youtu.be/tA-mS-inKAg
http://youtu.be/tA-mS-inKAg
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
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