Search found 63 matches

by Spiney
Mon Aug 01, 2016 12:03 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5823031

Re: What are you working on?

Indeed, nice way of mixing things up. Some other healing ideas inspired by rpg and fighting games: * Tie the regen amount to armor, eg. 20 armor = generate up to 20 health (relative or absolute). * Have enemies drop health, but a la Q2 inventory items which can be activated on demand, combine that w...
by Spiney
Mon Mar 30, 2015 4:33 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5823031

Re: What are you working on?

One thing I think might be cool for Q2 is to add masks to the textures that define the 'metalness' of a pixel. So then you could change some parameters of your reflection model for some cheapish physical based rendering. So no more diffuse reflection for the metals and you could use the existing col...
by Spiney
Tue Mar 24, 2015 7:52 pm
Forum: Mapping
Topic: [Preview]BioCore
Replies: 8
Views: 5144

Re: [Preview]BioCore

Love the textures!
I don't think they need to be more dirty, I'm sure it'll look a lot better with lights.
by Spiney
Tue Mar 10, 2015 10:09 pm
Forum: General Discussion
Topic: Unity 5 and Unreal Engine 4 are now free of charge!
Replies: 21
Views: 8819

Re: Unity 5 and Unreal Engine 4 are now free of charge!

Guess blueprints give new meaning to 'spagetti code'.
Seems there's some third party scriping things in the works for UE4.

C# and F#
https://mono-ue.github.io/

Skookum
http://skookumscript.com/blog/2014/07-2 ... d-unreal4/

There's probably more, believe someone was doing Lua also...
by Spiney
Thu Mar 05, 2015 1:40 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5823031

Re: What are you working on?

Sweet! :D
by Spiney
Sun Feb 15, 2015 1:41 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5823031

Re: What are you working on?

qbism wrote: Anyway, nice decals. It looks like they wrap properly around the "outside corner" but do not align on "inside corner".
Remembers me of this Wolfire post. Seems much more involved though, and no example code :(
by Spiney
Fri Feb 13, 2015 7:07 pm
Forum: Project Showcase
Topic: [Quake][WIP] Blaze
Replies: 42
Views: 32951

Re: [DarkPlaces][WIP] Blaze

Why not use a software Quake engine like Super8 or Engoo?
by Spiney
Wed Feb 11, 2015 9:31 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5823031

Re: What are you working on?

As for what I've been working on lately, here's a video showing off the new shadows in Quake2World. These are planar projection shadows with per-pixel attenuation. They're poor-man's shadow volumes :lol: http://youtu.be/GtZLPJkrcs4 Any reason to do them planar? I guess it saves a crapload of fillra...
by Spiney
Sat Feb 07, 2015 2:01 pm
Forum: Mapping
Topic: Q1 BSP tree
Replies: 21
Views: 11863

Re: Q1 BSP tree

Q3 lightstyles are fairly usable, they're simply shaders generated by the compiler. As such, they don't influence the lightgrid and take some perf hit (though should be fine on a modernized renderer, i suppose). http://q3map2.robotrenegade.com/docs/shader_manual/lightstyles.html Q3 bsp and Q1 toolch...
by Spiney
Sun Jan 25, 2015 11:17 am
Forum: Project Showcase
Topic: [Storm Engine 2][dev] Phaeton
Replies: 22
Views: 12529

Re: [Storm Engine 2][dev] Phaeton

The pysics are nice, did D3 come with vehicle physics?

About visuals; are you going to give the particle effects the cartoony treatment? It looks pretty ace on the muzzle flash.
by Spiney
Thu Jan 22, 2015 10:36 am
Forum: General Discussion
Topic: Holo lens?
Replies: 8
Views: 2967

Re: Holo lens?

Playing holoquake to much, you'd get these strange automatisms in real life when you suddenly expect a shambler to come around a corner.
You pull out your rocket launcher and drop your groceries.
by Spiney
Wed Jan 21, 2015 4:50 pm
Forum: Project Showcase
Topic: [Katana][Alpha] Decay: Tempus
Replies: 43
Views: 25745

Re: [Katana][Alpha] OpenKatana

Agree, nice colors and shapes :)
by Spiney
Wed Jan 21, 2015 4:30 pm
Forum: Engine Programming
Topic: Weapon model sway techniques
Replies: 12
Views: 3525

Re: Weapon model sway techniques

The Nazi Zombies PSP mod seems to have a pretty nice implementation.

moddb video
by Spiney
Wed Jan 21, 2015 4:21 pm
Forum: General Discussion
Topic: strafe ?
Replies: 8
Views: 3159

Re: strafe ?

Looks interesting, very brown, hehe :D
I hope this is like some Quake / Binding of Isaac hybrid.