Forum

What are you working on?

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Re: What are you working on?

Postby mankrip » Mon Jan 19, 2015 4:57 am

Working on animated alpha masked textures. This made me find out that the vanilla support for animated textures is buggy, so I'm fixing it also.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
User avatar
mankrip
 
Posts: 915
Joined: Fri Jul 04, 2008 3:02 am

Re: What are you working on?

Postby hogsy » Mon Jan 26, 2015 9:46 pm

Little updates on the material system I've been working on for OpenKatana.

Materials can support both global settings (which apply for all skins within the material) and local settings (which apply for just one single skin).

Scrolling textures

Controlled through two local functions; $scroll_x and $scroll_y.

Animation

Set via a global flag within the material and speed is controlled through one global function; $animation_speed.

Meh...
User avatar
hogsy
 
Posts: 198
Joined: Wed Aug 03, 2011 3:44 pm
Location: UK

Re: What are you working on?

Postby ceriux » Tue Jan 27, 2015 12:11 am

some trippy stuff
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Postby qbism » Wed Jan 28, 2015 4:07 am

Animated alphamask/ scrolling/ animation speed control: Yes to all of the above!
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: What are you working on?

Postby hogsy » Wed Jan 28, 2015 10:45 pm

Revised our material syntax from...

Code: Select all
{
    {
      // Scrolling texture test
      //$scroll_x   0.3
      //$scroll_y   -0.3
   
      $map_diffuse   "textures/default"
      $map_detail      "textures/detail/concrete"
    }
}


To...

Code: Select all
notexture
{
   // Let's the engine know to keep this in memory.
   $flags   "PRESERVE"
   
   // Add a skin.
   $skin
   {
      // Add a texture, use @ to use an internal/generated texture.
      $map   @notexture
      {
         // Define that the map will scroll.
         $scroll   "0.3 0.3"
      }
      
      // Second layer is reserved for the lightmap.
      $map   @lightmap
      
      // Finally, add our fullbright layer.
      $map   "textures/engine/notexture_fullbright"
      {
         // Set the type as fullbright, so it's drawn using that path.
         $type   "fullbright"
      }
   }
}
User avatar
hogsy
 
Posts: 198
Joined: Wed Aug 03, 2011 3:44 pm
Location: UK

Re: What are you working on?

Postby toneddu2000 » Thu Jan 29, 2015 8:48 am

cool hogsy!That it's a lot of work imo!
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?

Postby mankrip » Sun Feb 01, 2015 3:52 pm

Hogsy: Nice, flexibility is always a bonus when coding features.

And I've finished the animated alpha masked textures support, but it looks really crappy at the standard of 5 fps (!!!) framerate of animated BSP textures from vanilla Quake.

A way to define faster animation speeds is definitely required, but I don't know the standards that other Quake engines may use for that, and it would be nice to make it compatible. Anyway, there are more important stuff to fix before researching that.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
User avatar
mankrip
 
Posts: 915
Joined: Fri Jul 04, 2008 3:02 am

Re: What are you working on?

Postby frag.machine » Wed Feb 04, 2015 12:29 am

A random video (please select HD to watch), with random monsters and random weapons.
Pay no attention to the ugly artwork (specially skins), and try to imagine the fun of stomping a shrunked cyberdemon or Armagon.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Postby ceriux » Wed Feb 04, 2015 3:16 am

frag.machine wrote:A random video (please select HD to watch), with random monsters and random weapons.
Pay no attention to the ugly artwork (specially skins), and try to imagine the fun of stomping a shrunked cyberdemon or Armagon.


video is private... =/
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Postby frag.machine » Wed Feb 04, 2015 3:50 am

ceriux wrote:
frag.machine wrote:A random video (please select HD to watch), with random monsters and random weapons.
Pay no attention to the ugly artwork (specially skins), and try to imagine the fun of stomping a shrunked cyberdemon or Armagon.


video is private... =/


Image

Sorry. Please, try again.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Postby xaGe » Wed Feb 04, 2015 5:25 am

Very cool! Reminds me a lot of a few of Duke's weapons, but that's great to me! They seem to work really well and FUN.

frag.machine wrote:A random video (please select HD to watch), with random monsters and random weapons.
Pay no attention to the ugly artwork (specially skins), and try to imagine the fun of stomping a shrunked cyberdemon or Armagon.

Image

Definitely looking forward to more of this frag.machine. :D
Last edited by xaGe on Thu Feb 05, 2015 2:30 am, edited 1 time in total.
User avatar
xaGe
 
Posts: 461
Joined: Wed Mar 01, 2006 8:29 am
Location: Upstate, New York

Re: What are you working on?

Postby toneddu2000 » Wed Feb 04, 2015 11:56 am

One of the coolest things I've seen in these months with quake! Great work frag.machine!
If I may ask, how did you manage freezing animation? Are monsters .mdl models? In this case, maybe you just stopped the execution of current frame, right?
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?

Postby frag.machine » Wed Feb 04, 2015 3:42 pm

toneddu2000 wrote:One of the coolest things I've seen in these months with quake! Great work frag.machine!
If I may ask, how did you manage freezing animation? Are monsters .mdl models? In this case, maybe you just stopped the execution of current frame, right?


1) yes, all monsters are .mdl. The axe ogre is a reskinned and deformed player.mdl; the knight is basically hknight.mdl (badly) reskinned with different head and sword (WIP); Armagon is the same model untouched from hipnotic; ED-209 is the same from bondo's SDQ (just the mesh though; all animations are new); the only model from scratch is the cyberdemon and its awful, ugly skin (I really could use some help on all these skins, BTW);

2) yeah, the freeze gun works basically attaching a "freezer" entity to the monster, that controls 2 fields in the target monsters: .nextthink and .colormod (to give the blueish tint to the frozen entity). The more ice projectiles hits the monster, the more time is added to .nextthink and the more blue I add to .colormod.

The mod relies heavily on Darkplaces extensions. So far, no CSQC (but I'll use it at least for HUD), no external textures. There is a lot more not shown in the video.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Postby toneddu2000 » Wed Feb 04, 2015 4:45 pm

The more ice projectiles hits the monster, the more time is added to .nextthink and the more blue I add to .colormod.
Ah, nice technique, thanks for sharing!

There is a lot more not shown in the video.
Cool! :D
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?

Postby Dr. Shadowborg » Mon Feb 09, 2015 9:50 pm

Currently setting up Jackhammer config and converting id1 textures to .wal format, with the endgoal of converting episode 1 into Q2BSP format. Jackhammer config testmap looks coool so far with rad. :D

Learning a lot about Q2 mapping in the process, probably post a guide or something later once I get it all figured out. Amusingly, regular light ents now give off an infernal reddish light... >=D
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest