What are you working on?
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Re: What are you working on?
Barnes: That's stunning, and I also love the effect that mimics the swirly texture of the water.
Hogsy: I love that style. It's like the best parts of Turok 2 and Daikatana mixed together.
And I've managed to upload some screenshots. Even though there's still much to be improved in the code, these particles are a lot faster than my previous (flat) particles. It improved "timedemo demo1" tests from 95 fps to 99 fps.



Hogsy: I love that style. It's like the best parts of Turok 2 and Daikatana mixed together.
And I've managed to upload some screenshots. Even though there's still much to be improved in the code, these particles are a lot faster than my previous (flat) particles. It improved "timedemo demo1" tests from 95 fps to 99 fps.



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mankrip - Posts: 915
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Re: What are you working on?
The lighting on the player model in shot 2 is awesome, looks like some artsy image filter.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
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Re: What are you working on?
mankrip wrote:Hogsy: I love that style. It's like the best parts of Turok 2 and Daikatana mixed together.
Not quite made by me. Here's another shot that should clarify things a bit better...

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hogsy - Posts: 198
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Re: What are you working on?
Very cool effect Barnes! Maybe making water a bit more reflective could be even better
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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Re: What are you working on?
Mankrip I really really like those particles. I wish dp and fte had particles like that. Instead they have those neon blob particles... :-[
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ceriux - Posts: 2223
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Re: What are you working on?

Getting started on a map for the Quake 2 Cafe mapping contest. More WIP stuff will be posted here... if I have time to get around to it: http://leray.proboards.com/thread/3632/ ... -wip-stuff
- jitspoe
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Re: What are you working on?
Hogsy: I've never played FAKK2.
jitspoe: Great textures. The buildings looks great on distance, but I recall playing some maps with similar buildings, and they looked boring when I walked near. That architectural style can be tricky to pull off.
Good luck.
Thanks. In fact, they're a bit inspired in Darkplaces' particles - the "translucency" fading is linear, instead of being proportional to the sphere density (which would be more accurate). At least, that's how I remember Darkplaces' particles looking like.
This time I've aimed for a more gameplay-focused visual style, instead of the pure mathematical accuracy focus employed in the previous version of my particle drawing code. The more distant the particles are, the more they'll look like the vanilla DOS Quake's particles, making it easier to see where the shots hit. And the closer they are, the more "soft" they become, to not distract the player.
The algorithm has been refined a lot since those screenshots, and the pixel distribution algorithm has been fixed so the individual particles looks less grainy. Even though the code is already fast, it still needs a few important optimizations before reimplementing the translucent particles. I'm really curious to see how the final effect will look.
jitspoe: Great textures. The buildings looks great on distance, but I recall playing some maps with similar buildings, and they looked boring when I walked near. That architectural style can be tricky to pull off.
ceriux wrote:Mankrip I really really like those particles. I wish dp and fte had particles like that. Instead they have those neon blob particles... :-[
Thanks. In fact, they're a bit inspired in Darkplaces' particles - the "translucency" fading is linear, instead of being proportional to the sphere density (which would be more accurate). At least, that's how I remember Darkplaces' particles looking like.
This time I've aimed for a more gameplay-focused visual style, instead of the pure mathematical accuracy focus employed in the previous version of my particle drawing code. The more distant the particles are, the more they'll look like the vanilla DOS Quake's particles, making it easier to see where the shots hit. And the closer they are, the more "soft" they become, to not distract the player.
The algorithm has been refined a lot since those screenshots, and the pixel distribution algorithm has been fixed so the individual particles looks less grainy. Even though the code is already fast, it still needs a few important optimizations before reimplementing the translucent particles. I'm really curious to see how the final effect will look.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
jitspoe: I like the buildings too. Someday I want to make some textures/stuff like those...
Animated my CookieRaider. The flying & swimming monsters also got some more up/down movement.

http://media.moddb.com/images/games/1/3 ... ed_002.jpg
Animated my CookieRaider. The flying & swimming monsters also got some more up/down movement.
http://media.moddb.com/images/games/1/3 ... ed_002.jpg
zbang!
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jim - Posts: 599
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Re: What are you working on?
The sunlight in arghrad bothered me. It was set up so everything that had line of sight to the sky was uniformly lit with an "ambient" value. This ended up causing things to look very bland and incorrect. Reflected light would make areas that should have been darker actually lighter.

So I set about using the DeWan tools as a base to create better sun/ambient lighting. Sadly, it was in a pretty rough state to start out with:

Not sure how things came anywhere close to working with the way the sun light code was handled, so I scrapped it and eventually ended up with:

All was well and good, until I tried to use it in a real map I was working on:

Turns out hint brushes were casting shadows. Oops.
I do have the source of my changes so far up on sf.net's cvs: http://paintball2.cvs.sourceforge.net/v ... tools_src/

So I set about using the DeWan tools as a base to create better sun/ambient lighting. Sadly, it was in a pretty rough state to start out with:

Not sure how things came anywhere close to working with the way the sun light code was handled, so I scrapped it and eventually ended up with:

All was well and good, until I tried to use it in a real map I was working on:

Turns out hint brushes were casting shadows. Oops.
I do have the source of my changes so far up on sf.net's cvs: http://paintball2.cvs.sourceforge.net/v ... tools_src/
- jitspoe
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Re: What are you working on?
Jitspoe, check out the more recent posts in http://www.celephais.net/board/view_thread.php?id=60967 , there is fancy new sunlight in Q1 tools.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
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Re: What are you working on?
Spirit wrote:Jitspoe, check out the more recent posts in http://www.celephais.net/board/view_thread.php?id=60967 , there is fancy new sunlight in Q1 tools.
I always wondered why does Func_messagebrd use such a horrid format? Finding posts in there is utterly fruitless and frustrating.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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Re: What are you working on?
+1Irritant wrote:I always wondered why does Func_messagebrd use such a horrid format? Finding posts in there is utterly fruitless and frustrating.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
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Re: What are you working on?
toneddu2000 wrote:+1Irritant wrote:I always wondered why does Func_messagebrd use such a horrid format? Finding posts in there is utterly fruitless and frustrating.
+2
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ceriux - Posts: 2223
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Re: What are you working on?
It's more of a chat system for ongoing discussion you participate in.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
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