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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 taniwha » Wed Jan 16, 2013 9:18 am

Holy gorilla arms, Batman!

Running around with one's arms out like that looks painful.

Also, such a pose is not so useful: both arms out like that severely limits the power one can deliver. Normally, one arm is "extended" with the hand at about shoulder height and the elbow at 90 degrees, while the other is tucked at one's side, just below the ribs, or just in front on the sternum (depending on the pose). The extended arm is used for blocking and light jabs, while the tucked back arm is used for the power punch (and maybe some blocking). Whether the hands are fisted or flat depends on the pose. (I got to green belt in karate while I was still doing it)
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Re: What are you working on?

Postby Dr. Shadowborg » Wed Jan 16, 2013 11:57 pm

Downloaded and set up Blender 2.63 with the taniwha quake .mdl import / export as well as the .iqm exporter.

Took a little getting used to, but I actually like blender 2.63's layout better than 2.49's. Also taniwha's import / export scripts are an absolute godsend. (now if only the .iqm guy would make an importer to go with his exporter :P )

Gonna start making some new weapon models soon, starting with the new gauntlets (yes, they're coming back for this next version of hellsmash) with integrated wristcomputer / remote detonator control / shield generator. (and also the mighty foot)
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Re: What are you working on?

Postby leileilol » Thu Jan 17, 2013 12:06 am

That's Great!

Also, i've downloaded the Blender 2.65 SVN and i'm playing with dyntopo. I successfully rendered a normal map with it.
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Re: What are you working on?

Postby frag.machine » Thu Jan 17, 2013 1:02 am

Worked a lot more in my mod to reach a playable state (still, there are a ton of things to fix/implement/polish).
Since it's a homage/ripoff from TF2 MvM (please Valve don't sue me) I called it Mariners versus Monsters (please Valve don't sue me. Seriously: DON'T SUE ME).

Here's some small gameplay videos. Please, ignore the ripped sounds/ugly skins and models, all of these are placeholders or unfinished.





I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby taniwha » Thu Jan 17, 2013 2:38 am

Dr. Shadowborg: I understand your feeling, but the iqm guy actually doesn't need to as :).

I'm glad you like my script. It seems to work with 2.65a, too, btw.

One word of warning with iqm and noesis: until recently noesis was generating iqms that were not to spec (misinterpretation of the size field of vertex arrays) but darkplaces ignored the issue (QF does not, though I plan on making QF cope with it). Dick did fix it the other day, but I don't know if the fixes are uploaded yet. The blender export script does write to-spec iqms.
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Re: What are you working on?

Postby mh » Thu Jan 17, 2013 3:03 am

Bloom.

Image
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Re: What are you working on?

Postby sock » Thu Jan 17, 2013 3:07 pm

@Dr. Shadowborg, nice to hear you are working on your previous project (hellsmash), is there a website with information on this project?

@frag.machine, your quake mods always amaze me, especially the complex game play and scripting systems you put into them. I was extremely impressed with your RPG (I found it by accident while looking for some youtube videos). The thing that always bothers me is your graphics and level design, they always seem so low detail and haphazard with the texture alignment. I know underneath there is a lot of time and effort been put into your projects but visually it makes me cringe.

@mh, wow that is a nice, it almost makes the cyborgs monsters look sweet and Doris Day like! :) I am referring the soft focus affect, shouldn't the face of the monster be more in focus? What about a radius to the bloom effect (I assuming it is centered around the light source at the back) because when coupled with low resolution textures it makes the whole scene look blurry.
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Re: What are you working on?

Postby mh » Thu Jan 17, 2013 8:42 pm

This one's nicer. :)

Image

The bloom is centered around any bright areas in the scene, and I'd deliberately waited until the monster had gone into shadow before taking that shot, just for a nice contrast.
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Re: What are you working on?

Postby Dr. Shadowborg » Fri Jan 18, 2013 12:37 am

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Re: What are you working on?

Postby ceriux » Fri Jan 18, 2013 6:42 am

Image
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Re: What are you working on?

Postby sock » Fri Jan 18, 2013 12:45 pm

@mh, it does not feel right because the whole scene is blurry, it feels like the depth (crispness) has been removed and it is like looking through a dirty lens. Don't get me wrong I do like the effect but it needs to be a radius around the light source or only affect surfaces which face the bloom effect. Also you should pester a level designer to create you some better test maps, unfortunately Q2 maps do look dated with lack of detail and architectural shapes.

@Dr. Shadowborg, wow I did not know there was new levels as well, you need to release something soon. I am curious to see what the level/game design is like.

@cerius, what is the model for? new player? npc?
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Re: What are you working on?

Postby frag.machine » Fri Jan 18, 2013 5:15 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby ceriux » Fri Jan 18, 2013 7:45 pm

sock its for my project, iv been working on an rpg. right now just trying to get equipment to show having problems with the body swapping, so i decided to model out my player.mdl. but i remember someone asking for a regular human model. so i might release the src for him too.
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Re: What are you working on?

Postby frag.machine » Fri Jan 18, 2013 8:02 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby leileilol » Fri Jan 18, 2013 11:40 pm

The Doom community is disproportionately bigger though, probably thanks to Brutal Doom.
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