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Postby Junrall » Mon Apr 12, 2010 2:35 am

As a side project, I've been trying to separate and group some of the vanilla QC into sensible .qc files... well, at least what seems sensible to me :wink:

For instance...
I've separated each weapon into it's own .qc file (w_axe.qc / w_shotgun.qc / w_rocketlauncher.qc / and so on)
All weapon controls (W_BestWeapon, W_Attack, and what not) and precached sounds/models are now in weaponscontrol.qc
And I moved all light stuff to a lights.qc file... including all the lightstyle prcaches, which are now in a function called LightStyles_Precache.

I've noticed there are blocks of code that are used over and over again. I want to create functions that can be used in place of the redundant code.

Along the way I wish to also to target some simple minor things... such as bleeding walls.

I guess my goal here is to group everything together so that I don't have to go searching for things. And to streamline things a bit as well. Maybe add a few new things as well. Ultimately creating a new and fresh code base.

If anyone has some ideas or suggestions please speak up.

What are some things that can/should be added?
*Useful tools... such as ReboVec by Dr. Shadowborg
*Modular/Versatile Functions
*Maybe some "canned" things that people struggle with.

Thanks in advance!
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Postby jim » Mon Apr 12, 2010 2:39 am

EGA Quake :shock:

Well, I sculpted some scales. Didn't use any alphas to do them. It was kinda fun. I left the hands, feet and the err.. other hands without scales. I thought they would have smaller scales and the current subdiv level didn't feel good for so small scales. I think I'll have to redo the scales on the upper forearms too.

Image

From other angles...
http://koti.mbnet.fi/jeejeeje/wip/swarr ... kin_09.jpg

http://koti.mbnet.fi/jeejeeje/wip/swarr ... kin_11.jpg

http://koti.mbnet.fi/jeejeeje/wip/swarr ... kin_10.jpg
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Postby Downsider » Mon Apr 12, 2010 4:29 am

Eventually, that gets baked into a normal map, right?
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Postby jim » Mon Apr 12, 2010 12:07 pm

It's already a normal map on low poly...
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Postby Downsider » Mon Apr 12, 2010 10:56 pm

Ah. I'm not familiar with creating art, so when you said "sculpt", you threw me off a bit. My bad, thanks.
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Postby r00k » Tue Apr 13, 2010 4:25 am

I think if you lost the tail and the shoulderblade-blades and the hair it would make more sense why he's carrying a gun. :)

But the texture looks awesome!

Image
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Postby Junrall » Tue Apr 13, 2010 5:37 am

What's the name of those lizard people from Land of The Lost?
That's what that last image reminds me of!
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Postby frag.machine » Tue Apr 13, 2010 4:01 pm

Image
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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Postby negke » Tue Apr 13, 2010 5:23 pm

Haha, good memories. At first glance, it looked as if they were holding musical instruments...

jim: Good model, though I prefer r00k's idea. I would keep the tail, however. It's good for a melee attack (perhaps attach one of the blade things).
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Postby jim » Tue Apr 13, 2010 6:31 pm

Well, I've used so much time on sculpting, I don't want to redo it. So I'm not going to change the character anatomy anymore. Maybe if this had been said earlier. Anyway I wanted it to have 4 arms. First I thought all arms would have hands and fingers, but that didn't really feel like it would add anything interesting to the gameplay. Thought spiked arms would have more effect on the gameplay.

Maybe it's unnatural, but a little unnaturality is ok... like on Starship Troopers there's the giant bugs, but in reality that big bugs would asphyxiate on the planets they were encountered. No need for machineguns then.

I admit that the upper arms and the hair create some difficulties on creating clothes and armour for the character. But I'm sure it'll be possible to create even a whole body covering space suit.

Well, I've soon completed the sculpting, so I'll post some pics later tonight.

Meanwhile you can watch this http://www.youtube.com/watch?v=nzD35xLek9Q :wink:
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Postby SamUK » Tue Apr 13, 2010 11:08 pm

Working on a map optimized for the PSP. Screenshots taken from PC build, as I'm to lazy to take screenshots from the PSP directly. Tweaking some lighting, a bunch of the textures are still place holders.

http://i39.tinypic.com/9awcug.jpg

http://i44.tinypic.com/34hasy0.jpg


I'll probably make a video walk through when I get the outside portion of the map complete. You can see some of the outside at http://www.youtube.com/user/FlamingIceG ... INz3L0oEKY. Voice of Xalener.
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Postby jim » Wed Apr 14, 2010 2:37 am

I think the map could have some more detail, if PSP can handle that? Floor grates, ceiling beams & supports, wall panels, pipes, vents?


Now the sculpting is about complete. I think some little tweaking could be done. Some adjustment to the projection cage, so the normal and ambient occlusion bakes would be better between the toes and fingers. Don't if I'll make any other sculpts for this, probably a better idea just do some different skin colour patterns.

Image

other pics...
http://koti.mbnet.fi/jeejeeje/wip/swarr ... kin_13.jpg
http://koti.mbnet.fi/jeejeeje/wip/swarr ... kin_14.jpg
http://koti.mbnet.fi/jeejeeje/wip/swarr ... kin_15.jpg
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Postby r00k » Wed Apr 14, 2010 4:25 am

I was just kidding, really. And those latest pics are great!
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Postby Baker » Wed Apr 14, 2010 4:54 am

SamUK wrote:Working on a map optimized for the PSP. Screenshots taken from PC build, as I'm to lazy to take screenshots from the PSP directly. Tweaking some lighting, a bunch of the textures are still place holders.

http://i39.tinypic.com/9awcug.jpg

http://i44.tinypic.com/34hasy0.jpg


I'll probably make a video walk through when I get the outside portion of the map complete. You can see some of the outside at http://www.youtube.com/user/FlamingIceG ... INz3L0oEKY. Voice of Xalener.


Looks pretty damn good. Never stop.
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Postby Downsider » Wed Apr 14, 2010 8:53 pm

jim wrote:I think the map could have some more detail, if PSP can handle that? Floor grates, ceiling beams & supports, wall panels, pipes, vents?


If the props are MDL's the PSP can render them significantly faster. Only problem is, at least for me, that Radiant refuses to work on my machine, and I heard you can see MDL's in the 3D view. Can anybody help me out?
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