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Postby GiffE » Mon May 24, 2010 11:12 pm

It goes in glsl/default.glsl and unfortunetly it is a post process, meaning it runs after everything is render out. So I can't only have it effect player models.
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Postby r00k » Mon May 24, 2010 11:52 pm

quake/glsl/default.glsl?
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Postby GiffE » Tue May 25, 2010 12:13 am

r00k wrote:quake/glsl/default.glsl?

id1/glsl/default.glsl

You can generate a default.glsl by typing r_glsl_dumpshader in console.

EDIT:
And Sajt I didn't use the fresnel effect, I used the Sobel edge detection method in the post process fragment shader to find all edges and darken them. Edges are any point where the color changes. It runs the filter on the whole image. Just like if you ran the sobel filter on gimp.
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Postby Urre » Tue May 25, 2010 7:44 am

GiffE: I bet he meant leileilol

Sajt: awesome! I want shaders like that too.
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Postby Sajt » Tue May 25, 2010 9:24 am

Yes, I was referring to leileilol's image.
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Postby leileilol » Tue May 25, 2010 8:58 pm

unfortunately my shader apparently requires pixel shader 3 hardware , which makes me feel guilty and dirty
i should not be here
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Postby Dr. Shadowborg » Wed May 26, 2010 3:01 am

Finally got off my butt and got cracking on the new hellsmash machinegun model.

http://tlb.quakedev.com/hsmash/shots/new_machinegun.jpg

Still animating and need to do a few things for the skin, probably be mostly done with it by tomorrow.
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Postby Sajt » Wed May 26, 2010 4:33 am

Looks okay so far, still a little bit jumbly. But why are you redoing the machinegun model? Was the old one ripped from somewhere or something?
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Postby Dr. Shadowborg » Wed May 26, 2010 4:51 am

Sajt wrote:Looks okay so far, still a little bit jumbly. But why are you redoing the machinegun model? Was the old one ripped from somewhere or something?


Multiple reasons, none of which had to do with it being ripped from somewhere.

Top three reason list:
1. I got tired of looking at the old model. (not that I hated the old model or anything)

2. I wanted to try and experiment with some changes to the weapons / item system, see if it can be improved / simplified / streamlined. (playing some metroid games are partially at fault for this.)

3. HellsmashTF!

Even if I decide to scrap the whole idea altogether though, it never hurts to have plenty of decent looking models lying around for other projects... :wink:
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Postby Sajt » Wed May 26, 2010 5:00 am

True!

So, in response to #2, does that mean that you'll be able to find add-ons or modifications to your weapons in the game? (I also don't get #3 as a reason for redoing the model?)

Yes, I liked the old model, although a new model that's good is still good! Just wondering why you're redoing it. I guess #1 answered that.
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Postby Zylyx_ » Wed May 26, 2010 11:20 am

@DrShadowBorg: Your MG looks like it was inspired by the marine MG from Natural Selection. Which is a good thing :).

Anyways, all this shader stuff looks totally rad. I'm still pushing my way through the OpenGL orange book at the moment, but I'll hopefully post some shaders up here soon!
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Postby Dr. Shadowborg » Thu May 27, 2010 5:59 pm

Sajt wrote:True!

So, in response to #2, does that mean that you'll be able to find add-ons or modifications to your weapons in the game? (I also don't get #3 as a reason for redoing the model?)

Yes, I liked the old model, although a new model that's good is still good! Just wondering why you're redoing it. I guess #1 answered that.


With this experiment, the machinegun is the only gun that upgrades. You find launcher upgrades (machinegun starts with weak grunt launcher, you can find the shotgun launcher, grenade launcher, and stake launcher upgrades), and a rail / plasma gun upgrade throughout the game. (eliminating the shotgun, plasma rifle, and stakegun from the lineup, keeping blaster, dynamite, smartgrenades and adding the OmegaStrike, the shotgun jump would be retained though)

The other gameplay dynamic this experiment involves is something someone suggested on the stealth gameplay thread in regards to offering a smaller, higher quality lineup of levels that players can go straight to and play in any order. Indeed, if you're feeling particularly masochistic (or badass, depending on how good you are), you could even skip all the levels, and go straight to the final boss map with no weapons other than the blaster, basic machinegun, dynamite, smartgrenades and no powerups.

As regards #3, I need two machineguns (three actually, but one doesn't count because it only appears on one class), one that I can give to the lighter classes without reservation, and one that the heavier classes can use.
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Postby gnounc » Fri May 28, 2010 8:51 am

Awesome. I love challenges that aren't explicitly called out like that.

Where there's no achievement to earn, its not built into the level,
nobody expects or demands you to do it, or even mentions that its possible (in game, not talking about this thread)
its just open for you to go "yes I think I AM that badass *takes blaster and heads for door".

So in a word, I'm excited.
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Postby ajay » Sun May 30, 2010 8:58 pm

Testing screenshots from eq0101, primarily testing the molotovs in-game.

Image
The case of molotovs; ammo pick up

Image
Carrying a molotov waiting to light and throw it

Image
Lighting it up

Image
Throwing it

Image
In the midst of this fighting, you can see the middle enemy is on fire..
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Postby Baker » Tue Jun 01, 2010 5:33 am

ajay, that is cool looking.
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