What are you working on?
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Re: What are you working on?
Just finished working on both explosive and non-explosive barrels for OpenKatana. Stumbled into an overflow occuring while working on that, so that needs sorting later... Urgh...
Also officially been working on OpenKatana for four years now, yay...
Also officially been working on OpenKatana for four years now, yay...
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hogsy - Posts: 198
- Joined: Wed Aug 03, 2011 3:44 pm
- Location: UK
Re: What are you working on?
@sock: as always, great atmosphere! You always take a normal quake level editor and transform it in experience! Great work
@mankrip: wow, can't wait to see some comparison tests!
@hogsy:yeah, time flies!
@mankrip: wow, can't wait to see some comparison tests!
@hogsy:yeah, time flies!
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?
Recently I was working on my tyrutils fork, latest build is here: http://www.celephais.net/board/view_thr ... &start=334
Some of the new stuff:
- surface lights. Not using a new lighting formula like the q3 tools, but it just takes a template light entity and copies it across surfaces with the given texture name.
I tried using something closer to the q3map2/q3map code, and found it was hard to control. The point-to-polygon form factor approximation was always giving me hotspots (if you have lava in a box room, there would be bright dots on the wall near the lava surface).
- (qbsp) fixed messed up texture alignment on rotate_ entities
- light traces through fence textures
Some of the new stuff:
- surface lights. Not using a new lighting formula like the q3 tools, but it just takes a template light entity and copies it across surfaces with the given texture name.
I tried using something closer to the q3map2/q3map code, and found it was hard to control. The point-to-polygon form factor approximation was always giving me hotspots (if you have lava in a box room, there would be bright dots on the wall near the lava surface).
- (qbsp) fixed messed up texture alignment on rotate_ entities
- light traces through fence textures
- ericw
- Posts: 92
- Joined: Sat Jan 18, 2014 2:11 am
Re: What are you working on?
ericw wrote:- (qbsp) fixed messed up texture alignment on rotate_ entities
- light traces through fence textures
Very cool!
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: What are you working on?
I counted the radiosity for single player levels for hi-res lightmaps with radiosity normalmapping data. Elapsed time - 7h 20min on i7 3770 
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Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
So cool Barnes! I'm trying same effect in FTEQW with GSLS but, for now, no success. Is it GSLS yours, 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?
yes, glsl 
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Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
Very cool Barnes, can't wait to see a video with the all AO+diffuse+normal+realtime light put together!

Toying a little with cubemaps in FTEQW, possible, of course, only with Spike help. I created a simple room with a spinning car. Floor is realtime reflection, car is cubemapped. Every glsl used is available in this thread and this thread.
Model "BMW M6 2006" courtesy by Fred C. M'ule jr. ('tyrant monkey') on BlendSwap.

Toying a little with cubemaps in FTEQW, possible, of course, only with Spike help. I created a simple room with a spinning car. Floor is realtime reflection, car is cubemapped. Every glsl used is available in this thread and this thread.
Model "BMW M6 2006" courtesy by Fred C. M'ule jr. ('tyrant monkey') on BlendSwap.
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?
Put another video showing a subtle speckle effect that simulates car paint (that YouTube almost blurred
), and some fixes to reflections, background and lights to better visualize cubemaps
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?
Also the glass looks improved. This really calls raytracing to mind.toneddu2000 wrote:Put another video showing a subtle speckle effect that simulates car paint (that YouTube almost blurred), and some fixes to reflections, background and lights to better visualize cubemaps
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
yeah, I simply removed painted white brushes on the specular texture. Now it's just an almost black texture (R:6 G:9 B:11)qbism wrote:Also the glass looks improved.
Well, thanks!qbism wrote:This really calls raytracing to mind.
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?
Figured out how to smooth the warping of turbulent surfaces, and this also improved the framerate by a significant amount.
Now I'm improving lots of stuff in the palette code.
Fixes for the skybox code should be next.
Video, screenshots & stuff should come soon.
Now I'm improving lots of stuff in the palette code.
Fixes for the skybox code should be next.
Video, screenshots & stuff should come soon.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
toneddu2000 wrote:Toying a little with cubemaps in FTEQW, possible, of course, only with Spike help. I created a simple room with a spinning car. Floor is realtime reflection, car is cubemapped.
Wow! that does indeed look very cool for a Quake engine
I am still trying to maintain a screenshot momentum (roughly 2-3 days) for my Arcane Dimensions MOD!
More pixels! http://www.moddb.com/mods/arcane-dimensions/images/crumbling-lift-shaft
Well he was evil, but he did build a lot of roads. - Gogglor
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sock - Posts: 137
- Joined: Thu Aug 23, 2012 7:16 pm
- Location: Wandering Around
Re: What are you working on?
@mankrip: can't wait to see palette improvements!
@sock: thanks! That screenshot is awesome! Are wall textures made by you? If so, they're so natural, and lava creates a unique mood. Perfect, as always! I wish I had the money to hire an artist like you for my game!
@sock: thanks! That screenshot is awesome! Are wall textures made by you? If so, they're so natural, and lava creates a unique mood. Perfect, as always! I wish I had the money to hire an artist like you for my game!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
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