What are you working on?
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Added craFTEr to GitHub. Julius should be happy now
Meadow Fun!! - my first commercial game, made with FTEQW game engine
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Very very cool effect Barnes. Small hint: place a very bright light near the crystals, so SSS will be more intense and cooler at look
Meadow Fun!! - my first commercial game, made with FTEQW game engine
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Better, definately. Very cool effect. Do you think you'll make a video someday to see the effect in action(even a gif would be ok)?
[TO THE ADMINISTRATORS]:this forum is litteraly falling apart. It's 2 days that I'm trying to send a PM to a user but the message remains in the Outbox folder
[TO THE ADMINISTRATORS]:this forum is litteraly falling apart. It's 2 days that I'm trying to send a PM to a user but the message remains in the Outbox folder
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
If I'm not lazy, I'll write it out tonight.
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
Who did you send the PM to? IIRC, PM's remain in the Outbox until the target user checks his messages.toneddu2000 wrote:Better, definately. Very cool effect. Do you think you'll make a video someday to see the effect in action(even a gif would be ok)?
[TO THE ADMINISTRATORS]:this forum is litteraly falling apart. It's 2 days that I'm trying to send a PM to a user but the message remains in the Outbox folder
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Are you sure? It never happened before. Anyway it has been sent now, thanksWho did you send the PM to? IIRC, PM's remain in the Outbox until the target user checks his messages.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
O_otoneddu2000 wrote:Are you sure? It never happened before. Anyway it has been sent now, thanksWho did you send the PM to? IIRC, PM's remain in the Outbox until the target user checks his messages.
I didn't do anything. No, seriously, haven't touched a thing.
Anyway, if it got through then everythings good.
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Yeah, for "now" it's working I mean that, yersterday night, message was sent. Weirdly, I replied to the message, but, this time, it immediately went to the Sent folder
Meadow Fun!! - my first commercial game, made with FTEQW game engine
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
toneddu2000 wrote:Yeah, for "now" it's working I mean that, yersterday night, message was sent. Weirdly, I replied to the message, but, this time, it immediately went to the Sent folder
Only thing I can think of then is maybe their inbox was full previously?
Weird...
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
ah, that could be an explanation, thanks
Meadow Fun!! - my first commercial game, made with FTEQW game engine
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
More from scratch texture work, coupled with some prefabbing for later use. I'm using Q2BSP format here. I messed up a bit on the screen ceiling texture, the center parts are rectangular, so I'll have to remake the texture. I used a q3a-style shader to get the screen mesh working right, along with trans and window surfaceflags.
The flourotubes were an experiment, smaller fullbright light emitting brush (light surfaceflag) inside of a larger brush with trans33 set. Actual fluorescent light tubes will either be just the smaller internal light emitting brush, or a model in the future. This effect does appear to work well for funky glowing crystals, and should work for plasma tubes / reactor cores / etc.
For some reason, this shot makes me think of quake mixed with unreal.
The flourotubes were an experiment, smaller fullbright light emitting brush (light surfaceflag) inside of a larger brush with trans33 set. Actual fluorescent light tubes will either be just the smaller internal light emitting brush, or a model in the future. This effect does appear to work well for funky glowing crystals, and should work for plasma tubes / reactor cores / etc.
For some reason, this shot makes me think of quake mixed with unreal.
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
Yeah the weird wall angles are unreal-y. BTW I am replaying Unreal right now, and it is funny how it can look more advanced than Quake in some aspects (visual effects that would appear only with Quake 3 shaders) but also more primitive in others (the lack of detail in map geometry is jarring compared even with stock Quake first episode, let alone a modern map from say AD). The artwork quality is very uneven, some textures are very detailed but others look like a 7-yo work using MS Paint.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
@Dr. Shadowborg: I like wall and grid textures, floor it's also ok. I'd make more detail on pillars and remake from scratch the doors (they seem made of wood instead of metal). Lights are cool imo.
Don't know if it could help you but I released almost 1 GB of textures under CC0 Public Domain license on GitHub for craFTEr project, maybe they could be used as placeholder or layout. They're all 2048x2048 in PSD format so you can tinker with layers and stuff
Don't know if it could help you but I released almost 1 GB of textures under CC0 Public Domain license on GitHub for craFTEr project, maybe they could be used as placeholder or layout. They're all 2048x2048 in PSD format so you can tinker with layers and stuff
Meadow Fun!! - my first commercial game, made with FTEQW game engine