[OLD SHIT ENGINE] Pointless arena shooter

The home for dedicated threads to specific projects, be they mods, tools, or independent games.
Spiney
Posts: 63
Joined: Mon Feb 13, 2012 1:35 pm

Re: [id3][WIP] OpenArena3

Post by Spiney »

Don't have an issue with the cartoony suggestive theming, but that just looks so much better aesthetically, imho.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

It's just only that one character with the volumnous cleavage (pretty much the Mynx of the game, sans the modelingpornstarassassin occupation for magic user in +6 improbable clothing). Others will be relatively more modest at r_suggestiveThemes 1, including her sisters (arguably, if underboobs with more covering is considered more modest)


Also I've tried making a terrain level but I have trouble with the shading. It's faceted and I don't like that. It's also intended to be vertex lit only, because giving this a lightmap takes a huge amount of surfaces and vram.
Image

I am using q3map2 and this is my shader:

Code: Select all


textures/oa_snowy/snower
{
	q3map_lightImage  textures/oa_snowy/snowrock2.tga
	q3map_nonplanar
	q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
	q3map_shadeAngle 179
	surfaceparm pointlight
	surfaceparm nolightmap

	{
		map textures/oa_snowy/snowrock1.tga
		rgbGen vertex
		alphaGen vertex
	}
	{
		map textures/oa_snowy/snowrock2.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
		alphaGen vertex
	}
	{
		map gfx/fx/detail/d_stone.tga
		blendfunc gl_dst_color gl_src_color
		rgbGen identity
		tcMod scale 32 32
		detail
	}

}

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LordHavoc
Posts: 322
Joined: Fri Nov 05, 2004 3:12 am
Location: western Oregon, USA
Contact:

Re: [id3][WIP] OpenArena3

Post by LordHavoc »

Judging by a Steel Storm: Burning Retribution material that motorsep showed me, q3map_forcemeta may be required as well?
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

That did something. Thanks

Image
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leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

I'm now working hard on the single player menu interface. The UT progression works and also has trophies that appears by maps you have completed in the interface. This should also be able to unlock novelty features (for offline play, similar to the Rare/Fradical games). Unlockable characters are not possible yet, but would be hard to implement considering the whole mod compatibility thing, since mods wouldn't have access to the same features baseoa would have and would spoil all of the surprises.

No results screens yet, but you can be sure there will be a form of "YOU'RE WINNER !!" in there somewhere. Even at the incomplete state, it's already a more compelling single player than both Q3A and Q3TA and in some degree their console ports. :P


This is important because OA3 is based on the Missionpack interface code, which does not even provide the same single player q3_ui (classic) interface did which meant no unlockable tiers etc. Addressing this problem as early as I can helps.
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leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

bit of a random concept crap. clearly theres' a high fantasy and future tech mishmash, as I want to have both and divide them into thematic group teams
Image

a fairy in a fps might be ridiculous, but there's a reason why people mostly played evilbastard's fairy online in Q2....
Last edited by leileilol on Thu Jun 19, 2014 12:31 pm, edited 1 time in total.
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toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [id3][WIP] OpenArena3

Post by toneddu2000 »

I like your style, leilei! Did you attend a drawing school? The proportions of the armored girl in the center are very good, congrats!
Directly software painted or paper + pencil and then scanned?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: [id3][WIP] OpenArena3

Post by ceriux »

i really like the girl on the far left for some reason.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

toneddu2000 wrote:Directly software painted or paper + pencil and then scanned?
Software rendered

They're just concept doodles, you know, actual concept art for 3d models that aren't pieces of polished PR art, and it's enough for me to make meshes out of. I don't even need orthographic sheets
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leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

Currently i'm trying to figure out how to modify lhtgatools/cleanup to demote a 32-bit TGA to 24-bit if the alpha channel is completely opaque since it's a waste for space, loading time and works against batch compression processes.
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ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: [id3][WIP] OpenArena3

Post by ceriux »

some game on fb using OA screenshots for advertisement?

Image
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

App market is wild west scummy. Ignorance is bliss. Also, nothing to do with the OA3 reboot
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leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: [id3][WIP] OpenArena3

Post by leileilol »

shotgun modeled and ingame
Image

also made some character proportion tweaks, good call jitspoe
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ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: [id3][WIP] OpenArena3

Post by ceriux »

i just noticed this, but in this pic. http://leileilol.mancubus.net/crap/oa3concbunch2.jpg

is there a robot firing a shotgun out of his ass?
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: [id3][WIP] OpenArena3

Post by mankrip »

leileilol wrote:shotgun modeled and ingame
http://leileilol.mancubus.net/models/shotmuz.jpg

also made some character proportion tweaks, good call jitspoe
She looks sexier.

There seems to be a deformation on the thighs, near the pelvis. Any ideas on how to fix it?
I'm working on a 3D model's legs too, and figuring out how to make it look good at any range of motion from any camera angle while still using as few triangles as possible is harder than I expected. The way that all of the different muscles of the legs works with each other to adopt all the different poses that the human body can do is quite complex.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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