What are you working on?

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revelator
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Post by revelator »

hehe with that model you might get mistaken for promoting ogre :lol:

besides that very interresting :)
Chip
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Post by Chip »

I see you're making giant steps. I'm sure you're getting ready for QExpo :twisted:

Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
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Mexicouger
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Post by Mexicouger »

Added a little spice to our Snow maps, Snowballs:
Image
mh
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Post by mh »

Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo :twisted:

Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
You'd need to change the entire lighting model. That's not really within the objectives of DirectQ which are more along the lines of being as reasonably faithful as possible.

I don't think DirectQ is going to get IQM by the way; I have serious concerns about performance and that it was designed for previous-previous-previous-previous generation hardware. Any hypothetical replacement model format that DirectQ may or may not adopt must be either designed around being animated in hardware, or easily adaptable to being animated in hardware. IQM is neither.
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frag.machine
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Post by frag.machine »

goldenboy wrote:Actually, forget that shit I posted above...

Image

That's it! 8)

Oh, shiny! :D

EDIT: ZOMG, there will be dragons!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Chip
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Post by Chip »

mh wrote:
Chip wrote:I see you're making giant steps. I'm sure you're getting ready for QExpo :twisted:

Anyway, fence textures, IQM models, great accomplishments. Would you mind me asking (@mh) how hard would it be to implement ambient occlusion (dirtmaps in Q3Map2) in DirectQ?
You'd need to change the entire lighting model. That's not really within the objectives of DirectQ which are more along the lines of being as reasonably faithful as possible.

I don't think DirectQ is going to get IQM by the way; I have serious concerns about performance and that it was designed for previous-previous-previous-previous generation hardware. Any hypothetical replacement model format that DirectQ may or may not adopt must be either designed around being animated in hardware, or easily adaptable to being animated in hardware. IQM is neither.
I see. I should be getting ready for the upcoming release of RMQ, then.

You never know what future will bring to DirectQ. :wink:
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Irritant
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Post by Irritant »

Working on another "Urban Apocalypse" type map for Alien Arena. This is still in the very early stages yet.

Image

Image

Image
http://red.planetarena.org - Alien Arena and the CRX engine
blubswillrule
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Post by blubswillrule »

Looks awesome :D

although the flatness of the buildings hurt my eyes...


that is, until I saw...

7UP MACHINE, AWWW YEAH :D
Mexicouger wrote:Added a little spice to our Snow maps, Snowballs:
Image
nice :D

idea: make it so you can look at the ground, and if it has a snow texture, you can pick up a snow ball!
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
goldenboy
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Post by goldenboy »

Very nice irritant.
Baker
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Post by Baker »

Nice looking stuff, Irritant. :D
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Irritant
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Post by Irritant »

Thanks! I'll probably rework the heighmaps on those buildings to give them more depth, I just kind of rushed through them, desaturating normalmaps, so the 3d aspect isn't there yet. I have to be mindful of fps rates for a DM arena map like this, so I am trying to do as much detail with textures as I can, which means getting some depth from parallax mapping rather than brushes.

There are two other major areas in this map, which I'm hoping to expose in Qexpo. I want this map to be a "Qexpo release" type of thing, so I'm trying to get a bit of a headstart on it, because the final goal is something rather massive in scale. I've also got another little project going that has to do with the martian's eyes, which is kind of a neat effect, though nothing groundbreaking, still kind of cool and creepy.
http://red.planetarena.org - Alien Arena and the CRX engine
Chip
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Post by Chip »

My current progress! This is the first map, where everything begins. A new world awaits beyond the rusty metal portal.

Image Image Image Image

Image Image Image Image

If the images do not appear - because they're hosted on Photobucket - here is the original post - http://www.quakewiki.net/level-design/m ... start-map/
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dreadlorde
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Post by dreadlorde »

Cross-post from func_msgboard

This is a map I'm making for my new mod, it's metal themed, with several different areas
that contrast with each other.

Worshiping hall
http://ompldr.org/vOTdjNg/alpha1.png

Transition
http://ompldr.org/vOTdjNw/alpha2.png

Other side of the transition
http://ompldr.org/vOTdjOA/alpha3.png

Transition room from another angle
http://ompldr.org/vOTdjOQ/alpha4.png

Tunnel before transition room, looking into the Worshiping hall ;)
http://ompldr.org/vOTdjYQ/alpha5.png

That's just one area, I haven't started work on the others[,] yet.
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frag.machine
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Post by frag.machine »

Looks good, a competent oldschool map.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Boss429
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Post by Boss429 »

making a gta style clone. lots of bugs and I hate mapping. DPM models are from some old hl1 mod or something. so far I have crouching, reloading, weapons slots and bone attachments working.
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