What are you working on?

Discuss anything not covered by any of the other categories.
blubswillrule
Posts: 68
Joined: Mon Oct 04, 2010 9:08 pm
Location: Lincoln, California

Post by blubswillrule »

leileilol wrote:looks like you're delivering a muffin on a tray with a butterknife stuck in it
sounds like a party to me!
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

anyway...... inb4 mvc3
Image

initial testing ingame so the joints are super jagged. skin's not even finished

despite that, the face turned out great really really really great

and before anyone complains about the unquakeness of this post...

Image

THERE! YOU HAPPY? SHE ISNT CUTE ANYMORE

this is why you should never model in thousands of polygons for a MDL (PSP kiddies take note. model in 200-800 triangle ranges instead for optimal performance AND appearance and rely on the skin for smaller features like eyes)
i should not be here
dreadlorde
Posts: 268
Joined: Tue Nov 24, 2009 2:20 am
Contact:

Post by dreadlorde »

mdl supports thousands of tris?
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

yes

the low precision doesn't make it look good, though. nevertheless the call for people to raise mdl's vert/polygon limits in new standards seem to be dumbfounded despite the bad vertex quality

fyi that model is around 4450 triangles, most of the polygons are in the face as the eyes, eyebrows and mouth are individually modeled. Since I made her for a skeletal format in mind I can get away with that plus the vertex buffers and all sorts of T&L making her 4k polycount less troublesome. I can even drop a 20k tri LOD level in there and it won't hurt (except the integrated graphics with no real t&l - go upgrade already if you haven't) (AND EXCEPT THE PSP BECAUSE PSP SUCKS)

blender's game support is a trainwreck. the collada scripts aren't even fully functional - so much for a call for a decent exchange format. I still have to use MD5 to do a PSK.

though, with noesis, maybe I should try exporting an IQM then making that a PSK. IQM's probably the only skeletal model format Blender can export to properly since it wasn't coded blindly in the dark at a shot of saying 'ya blender can do that too lol go free software' then again it IS Blender - where 99% of the artists think a non-subdivided model is bile and should be destroyed, and triangles are vile and should be quaded, and uvmapping is a waste of time..... actual game-style modeling is rarely done there, so it really makes me feel alone in hitting 'new territory' when i'm trying to do game stuff in Blender
i should not be here
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Post by goldenboy »

Splash Damage advertises Blender for gaming stuff.

http://wiki.splashdamage.com/index.php/ ... st_Terrain

Blender fans = OMG heresy.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

.obj isn't a skeleton-animated format.
i should not be here
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Post by goldenboy »

right, I lack reading skills I guess.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

once gain not worrying about wasting my time on textures and uv maps... ugly but get the point across i guess.

Image

Image
Arkage
Posts: 66
Joined: Thu Nov 19, 2009 4:17 pm

Post by Arkage »

Working on my entry for the turtle mod.

A clone of Minecraft creative mode.
Image

I'm pretty much finished.
So far I got the menus and hud done.
and different block types including active water and lava.

Image
Look familiar(ignore the house)?
scar3crow
InsideQC Staff
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Post by scar3crow »

That is the grassiest e1m1 I've ever seen Arkage.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
Downsider
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Post by Downsider »

Now make it infinitely massive and you have a 100% moddable Minecraft clone that could be 100% more popular with the right mods. 8)
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

aw... i think iv already been beaten...
Downsider
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Post by Downsider »

There's no such thing as winners or losers, only contributors <3
Hazematman
Posts: 54
Joined: Thu Jul 15, 2010 1:58 am
Location: Canada

Post by Hazematman »

Awesome, Minecraft on quake! are you gonna release the source, becuase I would want to try and implement survival mode?
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Post by ceriux »

i think he has to release the source.
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