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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby qbism » Thu Sep 27, 2012 3:01 am

Thanks! The viewmodel doesn't really become noticeably distorted until swinging the axe around at a higher fisheye fov. This shot is 130, and by 200 the axe looks bent. But the distortion is "correct" based on the lens.
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Re: What are you working on?

Postby leileilol » Thu Sep 27, 2012 3:48 am

Makes me wonder how 24-bit mode could be done with colormaps still, as in true-color colormaps
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Re: What are you working on?

Postby mh » Thu Sep 27, 2012 3:47 pm

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Re: What are you working on?

Postby mankrip » Fri Sep 28, 2012 8:58 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: What are you working on?

Postby qbism » Sat Sep 29, 2012 12:04 am

y'all should try engoo. It calcs colored light in 24bit and converts back to 8 bit.

24-bit equivalent of "palette swap" would be more like a "color space swap"? Hotlink from Berkeley:
Image
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Re: What are you working on?

Postby leileilol » Sat Sep 29, 2012 2:47 am

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Re: What are you working on?

Postby mankrip » Sat Sep 29, 2012 3:47 am

The sound is messed up, but I loved it.
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Re: What are you working on?

Postby qbism » Sun Sep 30, 2012 4:49 am

Great, now all other viewmodel bobbing looks boring.
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Re: What are you working on?

Postby Spike » Sun Sep 30, 2012 6:45 am

I quite like the pop sound of the grenade launcher. :s
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Re: What are you working on?

Postby goldenboy » Sat Oct 06, 2012 3:50 am

Image
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Re: What are you working on?

Postby Irritant » Sat Oct 06, 2012 2:36 pm

We've(COR) spent the last four months working on a ton of renderer changes for CRX. Skeletal animation is now done in the GPU, and this allowed for changes across the board in mesh rendering that gained more than a 300% performance increase. Bsp rendering is now also done vastly more efficiently with some clever batching using a single VBO, again, an increase of over 200%. Particles got similar treatment, and are vastly faster. Much of this was done to give greater performance gains for Alien Arena, but we also are keeping Alteria in mind as that "Franchise" is about to be reborn in a big way.

A number of new rendering features were added in the recent months as well:



This shows a few things with how our meshes now render. The first thing Subsurface Light Scattering and Rim Lighting. SLS is what happens when a light is behind a translucent object, like flesh. The light enters the object, and bounces around. This effect can be faked using GLSL shaders. In our example here, notice how the brain of the martian is "lit up" a bit, in comparison the his bony facial area. An article on this effect can be found here - http://machinesdontcare.wordpress.com/2 ... er-shader/

The next thing in this picture is a bit hard to see, but we also added the ability to add cubemapping effects to our meshes, nothing groundbreaking, but it was a noticeable absence previously. The end of the weapon has parts on it that have been cubemapped. I used this effect on a number of items such as ammo boxes, monitor screens, and hard plastic surfaces on weapons. It's more impressive when seen in motion.

The last item in this example is the shadow. We now use shadowmaps to create our player shadows, and they are softened using a 4 sample Percentage Closer Filtering(PCF) method that is quite fast. I might change this, as Eihrul has a really nifty one I'm going to check out soon.



This example shows the soft shadowmapping as well as the light shafts(god rays) that the sun creates. The light shafts were in 7.60, but now the engine is fast enough that you can actually use them. More about the light shaft technique - http://fabiensanglard.net/lightScattering/ We are the only free game engine that I am aware of doing this.



This shows how cubemapping can be applied to map surfaces to create shiny effect useful for ceramic floor tile such as this, or on wet surfaces. This can be applied by setting a surface flag when building a map, or via shader. Again, nothing groundbreaking, but it was something missing from the arsenal in the past.



Here I redid the water shader. It's using a similar shader, but I fixed some problems with it, and made some other minor changes, so it looks and works much better now. I might have a few more tricks for that. We removed "true" reflections out some time ago, but they can be faked like UE does. This was done for obvious performance reasons.

We have a few more tricks we are working before we release this thing at the end of November.
http://red.planetarena.org - Alien Arena and the CRX engine
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Re: What are you working on?

Postby Nahuel » Sun Oct 07, 2012 12:24 am

A (i think) csqc simple inventory for quake 1.06 and darkplaces, maybe usefull for modders :)

This is a early version, i will liberate the stuff in some days
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby goldenboy » Sun Oct 07, 2012 6:10 pm

Irritant; that's a large amount of job well done.
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Re: What are you working on?

Postby qbism » Mon Oct 08, 2012 5:18 am

AA: the translucency/scattering on the brain and neck make them look "juicy" and gelatinous. Cubemap/glare/depth map on the floor are incredible.

GB: Will the wire colors be part of a puzzle? If nothing else, literally showing color-coded wire an switches would help keep track of triggers during mapping.
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Re: What are you working on?

Postby goldenboy » Mon Oct 08, 2012 7:20 am

Well, it's pretty simple. The red wire / red switch is just a hint pretty much. The idea of an electrical puzzle is neat though. I'll give it some thought.
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