Search found 170 matches

by GiffE
Wed Aug 11, 2010 10:29 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Looking pretty polished at this point. I'm impressed.

I disagree, polish is the one thing it looks to be LACKING. It seems complete, but very unpolished. Just to mention a few thngs that give it an unpolished appearance:
the unblended muzzle flash, the lights being in ungodly places, weird ...
by GiffE
Tue Aug 10, 2010 12:52 pm
Forum: Modeling
Topic: Inkscape - Make 2D vector graphics like HUDs (SVG, PNG ...)
Replies: 7
Views: 4778

Re: Inkscape - Make 2D vector graphics like HUDs (SVG, PNG .

I took a class on Adobe Illustrator, vector graphics are just plain fantastic. Also, as far as open source tools (as an alternative) go I find Inkscape is miles closer to Illustrator quality than GIMP is to Photoshop quality.

DP can't load a vector format (thats not ttf) can it?
by GiffE
Fri Aug 06, 2010 11:17 pm
Forum: QuakeC Programming
Topic: is there a way to do location specific damage in QC?
Replies: 30
Views: 42644

Would it also be possible to just check which tag the trace_endpos is closest too?
by GiffE
Thu Aug 05, 2010 12:19 pm
Forum: QuakeC Programming
Topic: is there a way to do location specific damage in QC?
Replies: 30
Views: 42644

Urre, so if I got this clear, when using SOLID_CORPSE (as I use this for my players) tracelines will collide per-poly? And the bbox is only used for world collisions?
by GiffE
Tue Jul 27, 2010 3:16 am
Forum: General Discussion
Topic: Inside3D Asks #5 : What...
Replies: 42
Views: 9639

Uh... All of em?
I haven't released a mod since I modded for mohaa. I've never released a quake mod. Just done tons of small unreleased projects :D

Why I never released?
Lack of experience to finish all the parts that need done, I do as much as I can do easily for the most part then start to lose ...
by GiffE
Sun Jul 25, 2010 3:15 am
Forum: General Discussion
Topic: Eduke 32 engine ...
Replies: 33
Views: 8213

TF2 is a cartoon game :P That's one direction you could go in with Quake that would turn me off and pretty much everyone else too (I would assume) except those who just play DM with fullbright skins and stuff.

Anyway, all questions of modelling are moot if the animation is not good, and not one ...
by GiffE
Sun Jul 25, 2010 1:59 am
Forum: General Discussion
Topic: Eduke 32 engine ...
Replies: 33
Views: 8213

No one said anything about going poly crazy.
I'd take the source engine for example, games like TF2 are not so incredibly detailed, but the curves in the models are clear and clean. That is all I need pertaining to models, to spark interest. (granted sources art pipeline sucks...)

Texturing in my ...
by GiffE
Sat Jul 24, 2010 1:21 pm
Forum: General Discussion
Topic: Making DarkPlaces even MORE beautiful...
Replies: 9
Views: 3017

effectinfo.txt is not much of a secret, it's kinda been around for a while now. :?
Though, people don't really share their own effects to often.
by GiffE
Fri Jul 16, 2010 3:19 am
Forum: QuakeC Programming
Topic: mutiplayer menu episode select
Replies: 11
Views: 2801

Its not in qc whats so ever, the default menu is all coded in engine. You can make your own menu system with menuqc but be prepared to start from scratch.
by GiffE
Thu Jul 15, 2010 11:47 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Yea I wish I could get an in engine foliage rendering using glsl like the gpu gems article, but I don't have much ability in making engine edits to DP.
by GiffE
Thu Jul 15, 2010 8:42 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Quake Dog playing in the grass. Just screwing around with the q3map_fur, I would like to know a more realistic way of making the grass. (I don't need a whole lot of it, just needs be tall enough and efficient enough to fill in your average indoor room size)
http://i33.photobucket.com/albums/d75 ...
by GiffE
Sun Jul 11, 2010 12:48 am
Forum: QuakeC Programming
Topic: .float vs. float
Replies: 6
Views: 1782

You can change a float anywhere within it's scope as long as you didn't initialize it when you declared it.

In C++, you'd declare a constant by using the keyword "const" but in QuakeC just initializing a variable makes it a constant that cannot be changed.

Also worth noting AFAIK you cannot ...
by GiffE
Sat Jul 10, 2010 12:41 am
Forum: QuakeC Programming
Topic: .float vs. float
Replies: 6
Views: 1782

.float is a field float. This means every entity has its own variable float value you can set, such as health. You use it like: self.mydotfloat = 1;

While a float is a global variable, it is not different per entity. An good example is the float time; This does not mean it cannot be changed, it ...
by GiffE
Sat Jul 10, 2010 12:29 am
Forum: General Discussion
Topic: Do you see much potential in the Quake II Engine?
Replies: 100
Views: 23614


but bringing Quake One to this standard will take many time, and will create more and more problems. The good thing in Quake II is that it dont uses QuakeC, i know QuakeC is good, but dlls are in this Case (engine side) better.

Excuse me!... NO! This is wrong on many levels . QuakeC makes quake ...
by GiffE
Fri Jul 09, 2010 11:21 pm
Forum: QuakeC Programming
Topic: Player death post effects
Replies: 16
Views: 3980

black and white can be done using the same way, except with the cvar r_saturation. Fade it from 1 to 0, 0 being fully saturated/blacknwhite.

I know that. Any idea for contrast? DP-only? Any idea for any screen effect like sepia, blue tint, green tint?

EDIT: It's actually r_glsl_saturation in DP ...