What are you working on?
Re: What are you working on?
Small update to the mod I'm working on.
I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.
Video:
http://www.youtube.com/watch?v=FhEYkap-D9M
I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.
Video:
http://www.youtube.com/watch?v=FhEYkap-D9M
Re: What are you working on?
Well, I've mostly completed the GLSL renderer for QuakeForge (stage one, anyway). Here are some shots of how it looks:
I should mention that the default particles won't give the above results: use r_particles_style 0.
I should mention that the default particles won't give the above results: use r_particles_style 0.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
Re: What are you working on?
Shpuld: The effects look quite good. The weapon animations seem a bit stiff, though.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
Re: What are you working on?
Shpuld wrote:Small update to the mod I'm working on.
I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.
Video:
http://www.youtube.com/watch?v=FhEYkap-D9M
nice stuff man. more alien types later on or no?
Re: What are you working on?
That looks awesome.
You're welcome to steal my particle shader code if you want, by the way. It's HLSL but it should be easy enough to translate.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Re: What are you working on?
Yes! I plan on having three types of them. The basic kind you see in the vid, larger chargers, that charge thru masses and pushes other aliens out of it's way or towards you, and also I've planned a cybrid alien, that can fire slow projectiles at the player.ceriux wrote:Shpuld wrote:Small update to the mod I'm working on.
I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.
Video:
http://www.youtube.com/watch?v=FhEYkap-D9M
nice stuff man. more alien types later on or no?
Re: What are you working on?
sounds neat, i might suggest variations of the variations once you have everything set up how you like.
Re: What are you working on?
Build a mini-solar system. They orbit and stuff, you can navigate around with the keyboard. Saturn doesn't have rings. Isn't quite to scale, it'll look all boring if it were.
I'll end up releasing this as an open source deal eventually. Uses the same concepts of entities as Quake.
Code: Select all
static entity_t myStartEntities [] =
{
// |-------------------------------------------------------------------------|
// fields are grouped as we may support cyclical alternators in the future AND NOT in way
// bobbing rotating pulsating glowing fading that avelocity would help
// |-------------------------------------------------------------------------|
// name parentname texture model texture scale origin angles dimensions color in rgb alpha avelocity
{"camera", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 90, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 0, 0 } },
{"camera", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 90, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 0, 0 } },
{"camera", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 90, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 0, 0 } },
{"camera", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 90, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 0, 0 } },
{"Sol", NO_PARENT, "sol_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 20.0, 20.0, 20.0 }, { 1, 1, 1 }, 1.0, { 0, 36/24, 0 } },
{"gravity1", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { 25, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/87, 0 } },
{"gravity2", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { 50, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/244, 0 } },
{"gravity3", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { 75, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/360, 0 } },
{"gravitym", "gravity3", NO_TEXT, MODEL_NONE, { 1, 1, 1 }, { -1, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/28, 0 } },
{"gravity4", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, {100, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/720, 0 } },
{"gravity5", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, {150, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/1440, 0 } },
{"gravity6", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, {200, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/2000, 0 } },
{"gravity7", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, {250, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/4000, 0 } },
{"gravity8", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, {300, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/5000, 0 } },
{"gravity9", NO_PARENT, NO_TEXT, MODEL_NONE, { 1, 1, 1 }, {350, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 7000/7000, 0 } },
{"Mercury", "gravity1", "mercury_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0.5, 0.5, 0.5 }, { 1, 1, 1 }, 1.0, { 0, 36/57, 0 } },
{"Venus", "gravity2", "venus_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0.8, 0.8, 0.8 }, { 1, 1, 1 }, 1.0, { 0, 36/244, 0 } },
{"Earth", "gravity3", "earth_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 1.0, 1.0, 1.0 }, { 1, 1, 1 }, 1.0, { 0, 36/1, 0 } },
{"Moon", "gravitym", "moon_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0.3, 0.3, 0.3 }, { 1, 1, 1 }, 1.0, { 0, 36/28, 0 } },
{"Mars", "gravity4", "mars_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0.5, 0.5, 0.5 }, { 1, 1, 1 }, 1.0, { 0, 36/1, 0 } },
{"Jupiter", "gravity5", "jupiter_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 5.0, 5.0, 5.0 }, { 1, 1, 1 }, 1.0, { 0, 36/0.5, 0 } },
{"Saturn", "gravity6", "saturn_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 4.0, 4.0, 4.0 }, { 1, 1, 1 }, 1.0, { 0, 36/0.5, 0 } },
{"Uranus", "gravity7", "uranus_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 3.0, 3.0, 3.0 }, { 1, 1, 1 }, 1.0, { 0, 36/0.5, 0 } },
{"Neptune", "gravity8", "neptune_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 3.0, 3.0, 3.0 }, { 1, 1, 1 }, 1.0, { 0, 36/0.5, 0 } },
{"Pluto", "gravity9", "pluto_map", MODEL_SPHERE, { 1, 1, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0.3, 0.3, 0.3 }, { 1, 1, 1 }, 1.0, { 0, 36/6, 0 } },
};
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 ..
Re: What are you working on?
Maybe go with a log(x) scale?Baker wrote:Isn't quite to scale, it'll look all boring if it were.
Re: What are you working on?
Baker: haha, that's awesome!
Shpuld: Cool video! It reminded me a little of Kiss Psycho Circus when the crab creatures attack (watch this, if you don't know what I'm talking about: http://www.youtube.com/watch?v=luXelZh7Eww). How many of those spiders can be on screen without the game lagging too much? And what exactly is the goal of the mod / gameplay be about?
Shpuld: Cool video! It reminded me a little of Kiss Psycho Circus when the crab creatures attack (watch this, if you don't know what I'm talking about: http://www.youtube.com/watch?v=luXelZh7Eww). How many of those spiders can be on screen without the game lagging too much? And what exactly is the goal of the mod / gameplay be about?
Neurotic Conversions - New location: Update your bookmarks!
Re: What are you working on?
Really the scale isn't the only problem. If you do the orbits accurately, Mercury really zips around the sun compared to the other planets. So if you do the orbital periods, distances and rotation intervals ("sidereal" time is the astronomy term) ... either you are stuck with very boring rotations and decent orbits or lively rotations and some planets moving like race cars. Venus's rotation is something like 224 days, Jupiter is something like 10-12 hours.Entar wrote:Maybe go with a log(x) scale?Baker wrote:Isn't quite to scale, it'll look all boring if it were.
So making it anywhere near accurate results in choices.
Part of me would like to model a semi-realistic "our immediate neighborhood" like of the really close stars. Rather cool the stuff sitting around on the internet like this:
List of all spectral type "G" stars (the sun-like ones) within 100 lightyears:
http://www.solstation.com/stars3/100-gs.htm
It takes a bit over an hour for light to hit Saturn. The nearest stars even like Alpha Centauri and such are really, really, really, really far away but that standard. Like 24,000 times further away.
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 ..
Re: What are you working on?
libsdl:
I'm so glad libsdl exists. I've been trying to port FitzQuake to actual real native OS X and Apple's development documentation is ... uh ... not even in the same city as say Microsoft's. Apple's docs are not bad. They are overly "voluminous". Like 30 pages of information that really does not provide enough information nor any examples.
And they changed the hardware gamma stuff and the only people who seem to know what it is ---> the libsdl developers. No other leads on all the internet to that one.
[Not using libsdl, mostly because using libsdl is a bit like cheating. You don't get your hands dirty and avoid stuff rather than engage it. Which is sometimes ok. But really, OpenGL is OpenGL so the need for SDL really is kind of dubious in a lot of cases. Well, maybe for sound ...]
I'm so glad libsdl exists. I've been trying to port FitzQuake to actual real native OS X and Apple's development documentation is ... uh ... not even in the same city as say Microsoft's. Apple's docs are not bad. They are overly "voluminous". Like 30 pages of information that really does not provide enough information nor any examples.
And they changed the hardware gamma stuff and the only people who seem to know what it is ---> the libsdl developers. No other leads on all the internet to that one.
[Not using libsdl, mostly because using libsdl is a bit like cheating. You don't get your hands dirty and avoid stuff rather than engage it. Which is sometimes ok. But really, OpenGL is OpenGL so the need for SDL really is kind of dubious in a lot of cases. Well, maybe for sound ...]
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 ..
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
@Baker: I'd love to use your solar system simulation as screensaver. Can you convert it to a Windows .scr ? Maybe with the camera flying around like a comet or a spaceship, that would be ubercool.
EDIT:derp, a simple Google search shows me that's already done. Still, it would be a great screensaver.
EDIT2:ugh, the ones I checked look all too wrong in proportions and full of bloom (in space!). Yours is more close to the real thing, Baker.
EDIT:derp, a simple Google search shows me that's already done. Still, it would be a great screensaver.
EDIT2:ugh, the ones I checked look all too wrong in proportions and full of bloom (in space!). Yours is more close to the real thing, Baker.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: What are you working on?
It's not a screen saver. It is a mini-engine, actually. Very thin cvar system, very thin input system, very thin physics, even has timing, texture loader (written from thin air). Entities supported are cubes, faces and sphere. Avelocity supported. Supports no specific limit of "parent" entities (kind of like model tags, you can make things loaded into position related to each other). It doesn't load QuakeC or do collisions. Yet. After I do a PSP engine update, I'm going to make a very simple collision system and the ability to select objects and upload the source (multi platform, of course) do that as the conclusion to the "selecting objects in 3D thread".
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 ..