What are you working on?
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Re: What are you working on?
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.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
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...
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; $animation_speed.
Meh...
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hogsy - Posts: 198
- Joined: Wed Aug 03, 2011 3:44 pm
- Location: UK
Re: What are you working on?
some trippy stuff
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
Animated alphamask/ scrolling/ animation speed control: Yes to all of the above!
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
Revised our material syntax from...
To...
- Code: Select all
{
{
// Scrolling texture test
//$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"
}
}
}
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hogsy - Posts: 198
- Joined: Wed Aug 03, 2011 3:44 pm
- Location: UK
Re: What are you working on?
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?
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.
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.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
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.
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)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
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... =/
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
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... =/

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)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
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.

Definitely looking forward to more of this frag.machine.
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.

Definitely looking forward to more of this frag.machine.
Last edited by xaGe on Thu Feb 05, 2015 2:30 am, edited 1 time in total.
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Re: What are you working on?
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?
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?
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)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
Ah, nice technique, thanks for sharing!The more ice projectiles hits the monster, the more time is added to .nextthink and the more blue I add to .colormod.
Cool!There is a lot more not shown in the video.
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?
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. 
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
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
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
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