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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 goldenboy » Sun Nov 10, 2013 6:12 pm

looks very Quakey, ceriux.
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Re: What are you working on?

Postby ceriux » Tue Nov 12, 2013 3:24 am

thnx =D i was hoping it would =)
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Re: What are you working on?

Postby leileilol » Tue Nov 12, 2013 3:31 pm

Image

Experimenting with applying gamma to the color lookup to approximate "ref_gl + 3dfxgl" for equal footing with the common 1998 Quake2 player. Compare: , and
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Re: What are you working on?

Postby qbism » Wed Nov 13, 2013 4:36 am

The way the blue lighting and shadow artifacts blend to generate detail on the wall, that's what it's all about.
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Re: What are you working on?

Postby jitspoe » Thu Nov 14, 2013 4:47 pm

So I needed to make a high res night sky, and I figured, rather than just randomly sprinkling stars on a texture, I should actually do it right. After searching around for a bit, I came across this site:

http://astronexus.com/node/34

The HYG database contained like 150,000+ stars, with their Cartesian coordinates, magnitude, color index, etc. Everything I needed to make an accurate starry sky.

So... I rendered them as particles inside of Paintball2:

Image
If you cross your eyes, you can see the big dipper in 3D!

I'll try to put together a video later, since it's pretty cool to actually walk (or strafe jump) around the stars.

For the purposes of rendering a skybox, though, it was more practical to map all the stars to a sphere, and scale them based off of the magnitude value as seen from earth.

Here are a couple screenshots of what I think are about as accurate as I can get for the skybox:

Image
A view of the north star (with the big and little dipper... about the only constellations I can identify, lol).

Image
Orion, toward the upper left.

Image
What it looks like when you go outside the sphere.

Image
All rendered in Paintball2 in a horribly inefficient manner. ;)

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Re: What are you working on?

Postby ceriux » Thu Nov 14, 2013 5:55 pm

wow, man that looks awesome!
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Re: What are you working on?

Postby goldenboy » Thu Nov 14, 2013 7:01 pm

kudos, jitspoe.
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Re: What are you working on?

Postby frag.machine » Thu Nov 14, 2013 7:40 pm

So, is God looking at us while holding a shotgun ? :o
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 » Thu Nov 14, 2013 8:15 pm

That's a paintball gun, so god's about to shoot out some nebulae.....
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Re: What are you working on?

Postby jim » Fri Nov 15, 2013 2:21 am

jitspoe: You should probably also try to fade some of them with clouds or if there's some city lights somewhere nearby, then you don't see the stars so well either...

--

I made some Anti-Tank Rifle. Need to put the left hand into a better place, so ignore it being in a wrong place...

zbang!
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Re: What are you working on?

Postby qbism » Fri Nov 15, 2013 3:16 am

The recoil and the guide rods for the barrel look great. Maybe should be a beefy handle for the left hand.
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Re: What are you working on?

Postby Spiney » Sat Nov 16, 2013 1:09 am

I like the aesthetic Jim, very oldschool. Reminds me of gritty 80's scifi.
Maybe it's kind of huge for a hudgun tho?
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Re: What are you working on?

Postby leileilol » Sat Nov 16, 2013 1:24 am

Never stopped Gooseman. Even in Tactical Intervention he still does that "gun up to your left cheek" kind of thing he did 16 years ago!
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Re: What are you working on?

Postby jim » Sat Nov 16, 2013 3:13 am

I guess it's kinda big... suppose I could try squeeze it a bit shorter. While deciding what to do with it, I improved my earlier Pulse Rifle model to match the style of the other weapons. Keep ignoring the left hand in wrong place...

zbang!
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Re: What are you working on?

Postby Dr. Shadowborg » Sat Nov 16, 2013 10:57 pm

Working on Hellsmash again, and finally found and squashed a "doh" level bug that was driving me nuts for years. It caused funky "deathframe dance" animation problems with the player model. (all this while trying to fix a stack overflow problem that happens in FitzQuake and FTE.)

As a side note, Spike needs to impliment mh's v_weapon model muzzleflash interpolation fix. :( (FitzQuake Mark 5 even has this, but FTE doesn't?! :shock: ) In all fairness though, FTE has proper persistant colormaps and skin 0 reversion on player corpses and headgibs where FitzQuake Mark 5 doesn't. :wink:
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