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Re: What are you working on?

Posted: Thu Aug 29, 2013 11:00 pm
by leileilol
I think that could be faked just as well with clever VP_ORIENTED sprites that rotate their top to an info_null on spawn....


When the zdoom community discovered volumetric lighting by layering linedefs, there was quite the savage wars over "NO I INVENTED IT ITS MY IDEA (C) ME" etc... despite such an effect seen quite a long time ago.

Re: What are you working on?

Posted: Thu Aug 29, 2013 11:35 pm
by Nahuel
you can test the fake beams of the b/w map
https://www.dropbox.com/s/cfb04z3396ydugs/beam.pk3
this beams are solid because i changed the "func_notsolidwall" for "func_wall" function

Re: What are you working on?

Posted: Sun Sep 01, 2013 8:21 pm
by ajay
http://earthquakemod.wordpress.com/

Latest mini-blog: new lamp posts! Excitement!

Re: What are you working on?

Posted: Sun Sep 01, 2013 10:37 pm
by Spike
no road signs?
no neighbourhood watch warnings about invasion of privacy?
not even any serial numbers?
:/

:P

Re: What are you working on?

Posted: Wed Sep 04, 2013 6:55 pm
by ajay
Haha Spike, soon, maybe...

On that note, a long rambling blog on planning and organising work on my mod, which neatly and coincidently demonstrates why it's development is long and rambling: http://earthquakemod.wordpress.com/

Re: What are you working on?

Posted: Thu Sep 05, 2013 4:37 am
by jitspoe
Finally getting around to fixing some issues with the reflective water in paintball2 so it respects scaling, rotation, and flow direction.

Re: What are you working on?

Posted: Thu Sep 05, 2013 11:51 am
by leileilol
good. let me know how it goes, because I have serious pvs issues with my reflective water.

Re: What are you working on?

Posted: Thu Sep 05, 2013 2:45 pm
by jitspoe
leileilol wrote:good. let me know how it goes, because I have serious pvs issues with my reflective water.
Can't really fix those without a new map format, or some kind of additional PVS data for reflections.

Re: What are you working on?

Posted: Fri Sep 06, 2013 7:02 pm
by ajay
http://earthquakemod.wordpress.com/

Constructive destruction! Process of making buildings damaged. Hard, as I'm finding, to get right. First go really, hopefully I'll get better.

Re: What are you working on?

Posted: Sat Sep 07, 2013 12:43 am
by ceriux
ajay your mod is looking awesome i cant wait to play it!

Re: What are you working on?

Posted: Sun Sep 08, 2013 12:22 pm
by leileilol
Image

implemented unreal-style death cam!

Re: What are you working on?

Posted: Sun Sep 08, 2013 9:20 pm
by ajay
ceriux wrote:ajay your mod is looking awesome i cant wait to play it!
Me too! Such a lot of work to do...

Have done some stuff today though (http://earthquakemod.wordpress.com/) onwards and upwards (though sometimes a little sideways)

Re: What are you working on?

Posted: Sun Sep 08, 2013 11:10 pm
by mankrip
leileilol wrote:Image
How does that reflection look when inside the E4 water pool at start.bsp?

Re: What are you working on?

Posted: Sun Sep 08, 2013 11:37 pm
by leileilol
Image

should really pull a Source and make the largest body of water only have a reflection instead of having all water surfaces getting it because I only have one freakin' buffer!
maybe reflective cubemaps can be implemented somehow, like rendering an area-generated skybox into the reflect buffer. The water at the top is gray because it's reading from a clear part of the reflectbuffer meant for the bottom reflection.
what's really needed is some chains and regional updates of the buffer to be layered from far to near...

Re: What are you working on?

Posted: Mon Sep 09, 2013 4:28 am
by jitspoe
Yeah, multiple water surfaces is a pain. I was thinking of doing some sort of cubemap or generic effect for additional water surfaces. I've got a cvar to control the max reflection buffers (default is 2), but some maps have a bunch of different water surfaces, and some of them will just not render.

Oh, and regarding the vis stuff, I just grabbed a position on the water for the PVS. You're probably already doing something like this, but I figured I'd mention it since it's at least better than using the player camera position...