Page 4 of 5

Re: [id3][WIP] OpenArena3

Posted: Fri May 23, 2014 4:21 pm
by Spiney
Don't have an issue with the cartoony suggestive theming, but that just looks so much better aesthetically, imho.

Re: [id3][WIP] OpenArena3

Posted: Fri May 23, 2014 7:01 pm
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
	}

}


Re: [id3][WIP] OpenArena3

Posted: Sat May 24, 2014 2:54 am
by LordHavoc
Judging by a Steel Storm: Burning Retribution material that motorsep showed me, q3map_forcemeta may be required as well?

Re: [id3][WIP] OpenArena3

Posted: Sat May 24, 2014 4:34 am
by leileilol
That did something. Thanks

Image

Re: [id3][WIP] OpenArena3

Posted: Wed Jun 04, 2014 11:26 pm
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.

Re: [id3][WIP] OpenArena3

Posted: Thu Jun 19, 2014 12:24 pm
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....

Re: [id3][WIP] OpenArena3

Posted: Thu Jun 19, 2014 12:30 pm
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?

Re: [id3][WIP] OpenArena3

Posted: Thu Jun 19, 2014 8:08 pm
by ceriux
i really like the girl on the far left for some reason.

Re: [id3][WIP] OpenArena3

Posted: Fri Jun 20, 2014 2:16 am
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

Re: [id3][WIP] OpenArena3

Posted: Mon Aug 18, 2014 1:52 am
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.

Re: [id3][WIP] OpenArena3

Posted: Fri Aug 22, 2014 7:53 pm
by ceriux
some game on fb using OA screenshots for advertisement?

Image

Re: [id3][WIP] OpenArena3

Posted: Fri Aug 22, 2014 7:57 pm
by leileilol
App market is wild west scummy. Ignorance is bliss. Also, nothing to do with the OA3 reboot

Re: [id3][WIP] OpenArena3

Posted: Mon Sep 08, 2014 2:44 pm
by leileilol
shotgun modeled and ingame
Image

also made some character proportion tweaks, good call jitspoe

Re: [id3][WIP] OpenArena3

Posted: Mon Sep 08, 2014 10:18 pm
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?

Re: [id3][WIP] OpenArena3

Posted: Tue Sep 09, 2014 4:27 am
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.