What are you working on?
Moderator: InsideQC Admins
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
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!
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!
Good God! You shot my leg off!
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Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
EGA Quake
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.
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
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.
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
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun

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
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
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
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
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.
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.
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
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.
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
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.
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
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
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.
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
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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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
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