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Re: What are you working on?

Postby goldenboy » Thu Jun 19, 2014 1:31 am

lol @ leilei :mrgreen:

I have to admit I made this model in Blender, too, so it doesn't have the fully original front-and-back projection thing.

320x200 is almost high-res. We're not having any of that here. I packed the UVs pretty tightly though so I guess it actually uses more than the 128x128 pixels depending on how you count.

So yeah, it's a modern fake.
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Re: What are you working on?

Postby Barnes » Thu Jun 19, 2014 11:21 am

fog light support

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Re: What are you working on?

Postby toneddu2000 » Thu Jun 19, 2014 12:08 pm

There's something bugging me with that weapon texture gb, but I'm not sure. Maybe it's the whole back body completely red. Imo you could add some metal stripes to make few variants to the red texture. Does it become bright when it fires? If it does, it's an awesome effect! I like the "antennas" very much! Good work.
I made a portal gun too, very long ago :D .
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Re: What are you working on?

Postby dwere » Thu Jun 19, 2014 2:55 pm

leileilol wrote:real old school would be a big fat 320x200 texture done in DeluxePaint with a reliance on dithered gradient effects.

Don't forget about terribly inefficient UVs.
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Re: What are you working on?

Postby goldenboy » Thu Jun 19, 2014 4:20 pm

toneddu2000 wrote:There's something bugging me with that weapon texture gb, but I'm not sure. Maybe it's the whole back body completely red. Imo you could add some metal stripes to make few variants to the red texture. Does it become bright when it fires? If it does, it's an awesome effect! I like the "antennas" very much! Good work.
I made a portal gun too, very long ago :D .


Holy crap, you Quake people and your love for brown pixels. :mrgreen:

Spike wanted it to be brown too, so I already remade the texture twice. There's a limit to how much time I want to spend on this really. It could become bright when it fires, but that's not my beer. The model has both skins.
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Re: What are you working on?

Postby toneddu2000 » Thu Jun 19, 2014 8:03 pm

Holy crap, you Quake people and your love for brown pixels. :mrgreen:

No, sir I swear, I'm innocent! :D
No seriously, I din't ask you to ged rid of red, but instead of adding some metal trims or metal plates, but maybe because the pic was small I didn't see the details
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Re: What are you working on?

Postby hogsy » Thu Jun 26, 2014 1:14 pm

Finished a silly game for some college work.

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Re: What are you working on?

Postby c0burn » Sun Jun 29, 2014 2:47 am

https://www.youtube.com/watch?v=HF-dRlLfYr4

.way files for monsters heavily inspired by the Frikbot. No combat currently. They're just roaming randomly atm, next up is making them build a path and hunt a target using Dijkstra's algorithm which should be pretty paintless as the bulk of the fiddly stuff has been done.
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Re: What are you working on?

Postby toneddu2000 » Sun Jun 29, 2014 10:13 am

@hogsy: what the scope of the game?
@c0burn: cool! How do you add waypoints into the map? With a key?
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Re: What are you working on?

Postby c0burn » Sun Jun 29, 2014 11:56 am

toneddu2000 wrote:@hogsy: what the scope of the game?
@c0burn: cool! How do you add waypoints into the map? With a key?


There's a full editor in the mod with menus etc (once again heavily based on FrikBot)
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Re: What are you working on?

Postby toneddu2000 » Sun Jun 29, 2014 1:14 pm

Great! The menu is made in csqc?
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Re: What are you working on?

Postby c0burn » Sun Jun 29, 2014 1:37 pm

No, purely SSQC. The mod is running on standard quake engines.
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Re: What are you working on?

Postby hogsy » Sun Jun 29, 2014 3:29 pm

toneddu2000 wrote:@hogsy: what the scope of the game?


The game was required to have a simple power-up (which in this case was an extra life), a set number of lives before the game restarts, a HUD, some tracking of the players score, enemies which can follow the player and three different levels. I pretty much spent three days creating the game so it ended up being fairly rushed with most of my time being spent on getting functioning enemies in the game, since I had to deal with a lot of our base code for monsters which isn't exactly very mature right now which meant implementing some workarounds for movement and such, so that was fun... All of it is available on our GitHub.
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Re: What are you working on?

Postby c0burn » Sun Jun 29, 2014 10:21 pm

http://youtu.be/DEy8I8wj69M

Dijkstra's algorithm for shortest pathfinding has been implemented. Currently the monsters just find the player wherever he is. As you can see, they can navigate the map really well (they're so fast as they're sped up x2 for testing).
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Re: What are you working on?

Postby toneddu2000 » Sun Jun 29, 2014 11:05 pm

really cool! Can you make them go to idle animation while waiting for you to touch another waypoint? Because, by now, they seem like they're freezing. Except this, awesome work dude!
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