What are you working on?
Re: What are you working on?
This week I have been very much struggling with WC struggling with my map that engines don't struggle with. Kind of sorted now. Added external doors, windows and external lights to the block of flats. Took fog out of the map and replaced with _sumlight to a mostly positive effect. Now on the second attempt to make a semi-demolished south side of the flats, after which I'll finish the internal doors, maybe add some fire, before signing off the flats for a while with a to do list of:
- furniture
- signs
- gameplay "features" (ssshh)
- lifts (there's room, but still very unlikely)
The (nearly) finished flats will be placed in the map and I'll then move on to one of the following:
- canal barges
- finishing the hill/train tunnel in the north-west corner
- address the gaping nothingness of the north-east corner
- replace the "tesco" shop and half the car park with a police station
- completely re-design the houses (efficiency, brushwork, not "looK") and replace
- replace all the lampposts with the new design
- change the streetlight colour to more "orangey" (yes, really)
- make the 128th "final" decision about light/fog etc (to be changed at a late date)
- improve demolished car prefab
- look at very, very, never to be even thought of as usable, background/"scenery" buildings
http://earthquakemod.wordpress.com/
- furniture
- signs
- gameplay "features" (ssshh)
- lifts (there's room, but still very unlikely)
The (nearly) finished flats will be placed in the map and I'll then move on to one of the following:
- canal barges
- finishing the hill/train tunnel in the north-west corner
- address the gaping nothingness of the north-east corner
- replace the "tesco" shop and half the car park with a police station
- completely re-design the houses (efficiency, brushwork, not "looK") and replace
- replace all the lampposts with the new design
- change the streetlight colour to more "orangey" (yes, really)
- make the 128th "final" decision about light/fog etc (to be changed at a late date)
- improve demolished car prefab
- look at very, very, never to be even thought of as usable, background/"scenery" buildings
http://earthquakemod.wordpress.com/
Re: What are you working on?
No, just the plain old physics. MOVETYPE_FOLLOW could help reduce the lag on the background, maybe.frag.machine wrote:@mankrip: cool, are you using MOVETYPE_FOLLOW?
Re: What are you working on?
ajay: the level editor screenshot reminds me of simcity...
--
Was testing how to setup a skeleton in Blender for Quake3 type of Upper/Lower body models.. The skeleton only had a very minimal set of bones, just enough to see if it works or not. Ignore arms being weird.
The texture is just minimalistic AO+Color. Maybe the level textures are a bit too complex for this kind of texture style...
http://media.moddb.com/images/games/1/2 ... e_test.jpg
Model wireframe.. a bit more tris, fingers and slightly different helmet details... and a bit crappier AO bake.
http://media.moddb.com/images/games/1/2 ... er_003.jpg
--
Was testing how to setup a skeleton in Blender for Quake3 type of Upper/Lower body models.. The skeleton only had a very minimal set of bones, just enough to see if it works or not. Ignore arms being weird.
The texture is just minimalistic AO+Color. Maybe the level textures are a bit too complex for this kind of texture style...
http://media.moddb.com/images/games/1/2 ... e_test.jpg
Model wireframe.. a bit more tris, fingers and slightly different helmet details... and a bit crappier AO bake.
http://media.moddb.com/images/games/1/2 ... er_003.jpg
zbang!
Re: What are you working on?
Good looking model Jim. I appreciate these well made lowpoly character models, making them is an art in itself.
Can I say something about the level visible in that one shot? It seems to me like your specular and normal mapping could use some refining.
Can I say something about the level visible in that one shot? It seems to me like your specular and normal mapping could use some refining.
Re: What are you working on?
Thanks. I was just using bump maps made ingame from the diffuse textures and gloss mode 2.
Today I experimented with having visible body in first person view. Seems it was pretty easy to do. Level textures now picmipped, but maybe that's a bit too simple.
http://media.moddb.com/images/games/1/2 ... v_test.jpg
Seems like the shadows aren't animated with skeletal models...
Today I experimented with having visible body in first person view. Seems it was pretty easy to do. Level textures now picmipped, but maybe that's a bit too simple.
http://media.moddb.com/images/games/1/2 ... v_test.jpg
Seems like the shadows aren't animated with skeletal models...
zbang!
Re: What are you working on?
what are you using?? a simple animated model following the player??jim wrote:Thanks. I was just using bump maps made ingame from the diffuse textures and gloss mode 2.
Today I experimented with having visible body in first person view. Seems it was pretty easy to do. Level textures now picmipped, but maybe that's a bit too simple.
http://media.moddb.com/images/games/1/2 ... v_test.jpg
Seems like the shadows aren't animated with skeletal models...
hi, I am nahuel, I love quake and qc.
Re: What are you working on?
FTE supports glsl shaders which have a scroll attribute.mankrip wrote:Some sidescrolling stuff. I don't know if FTEQW supports scrolling textures, so that was made using multiple BSP models.
Easy peasy : ) give it a shot
Re: What are you working on?
I use the GTK editor ( v1.3.8 ) and I have hacked it to work with Quake, but I would recommend you try Trenchbroom - http://celephais.net/board/view_thread. ... start=1129 as it is better suited for Quake mapping.ajay wrote:Sock, what editor do you use for Quake mapping?
Some towers are built dodgy!
Well he was evil, but he did build a lot of roads. - Gogglor
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- Joined: Tue Sep 21, 2010 5:38 pm
- Location: Australia
Re: What are you working on?
@leileilol it's an untextured shotgun sitting next to the original quake v_shot.mdl.
two questions: what happens to the framerate when you look down at the key in e1m3/ back into a wall in the main cavern in e1m4? and when are you planning to do another release? I don't have a windows machine I can install build tools on
(ingame(stilluntextured))
two questions: what happens to the framerate when you look down at the key in e1m3/ back into a wall in the main cavern in e1m4? and when are you planning to do another release? I don't have a windows machine I can install build tools on
(ingame(stilluntextured))
Re: What are you working on?
At 1920x1080 with reflections on? 11-14fps.horrorporn wrote:two questions: what happens to the framerate when you look down at the key in e1m3/ back into a wall in the main cavern in e1m4?
i should not be here
Re: What are you working on?
horrorporn: The Quake shotgun looked like some huge finger next to your shotgun... heh..
sock: Looks pretty. I like the saturated color look.
I made some modeling today. One item inspired of the breast armor of Xena and then some princess model based on my earlier character. Not yet sure what the item does, but probably some pretty good item. And the princess could have some more changes.
http://media.moddb.com/images/games/1/2 ... ox_001.jpg
http://media.moddb.com/images/games/1/2 ... ss_001.jpg
sock: Looks pretty. I like the saturated color look.
I made some modeling today. One item inspired of the breast armor of Xena and then some princess model based on my earlier character. Not yet sure what the item does, but probably some pretty good item. And the princess could have some more changes.
http://media.moddb.com/images/games/1/2 ... ox_001.jpg
http://media.moddb.com/images/games/1/2 ... ss_001.jpg
zbang!
Re: What are you working on?
New Q1 SP - The Ivory Tower
Deep within the Grendal Gorge is the Ivory Tower, a gleaming spire of gold trying to touch the heavens. The map has a skill selection area at the beginning, a chance for time travel and some secrets to keep you wandering around in circles. The map is designed with multiple routes to most locations and offers the player the chance to surprise the enemies for a change. I have only tested the map with Fitz and QS engines, not sure how it will work for Qbism, Engoo and Qrack.
If you have any feedback, here is a Thread on Func about it.
Download : http://www.simonoc.com/files/maps/sp/ivory1b.zip
Readme : http://www.simonoc.com/files/maps/sp/ivory1b_readme.txt
Deep Under Ground
Deep within the Grendal Gorge is the Ivory Tower, a gleaming spire of gold trying to touch the heavens. The map has a skill selection area at the beginning, a chance for time travel and some secrets to keep you wandering around in circles. The map is designed with multiple routes to most locations and offers the player the chance to surprise the enemies for a change. I have only tested the map with Fitz and QS engines, not sure how it will work for Qbism, Engoo and Qrack.
If you have any feedback, here is a Thread on Func about it.
Download : http://www.simonoc.com/files/maps/sp/ivory1b.zip
Readme : http://www.simonoc.com/files/maps/sp/ivory1b_readme.txt
Deep Under Ground
Well he was evil, but he did build a lot of roads. - Gogglor
Re: What are you working on?
i should not be here