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InsideQC Forums • View topic - Xmas Gubbins.

Xmas Gubbins.

Discuss anything not covered by any of the other categories.

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Xmas Gubbins.

Postby Qrv » Sat Dec 24, 2011 1:47 pm

'Ello,

Maybe had a drink to many, who knows, but as it's that time of year to be giving stuff, I'm giving some skyboxes away from my current project.

Skyboxes are 1024x1024 .tga's, do whatever you want with em, but if you do something cool, I'd be interested to see some screenshots.

Here's some screenshots of 'em in DarkPlaces, left image is just normal, right side image is using HDR bloom.


"Earth 1" - preview:
Image

"Earth 1" - download:




"Earth 2" - preview:
Image

"Earth 2" - download:




"Earth 3" - preview:
Image

"Earth 3" - download:




"Nether 1" - preview:
Image

"Nether 1" - download:




"Nether 2" - preview:
Image

"Nether 2" - download:




"Nether 3" - preview:
Image

"Nether 3" - download:



Merry Xmas All.
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
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Re: Xmas Gubbins.

Postby toneddu2000 » Sat Dec 24, 2011 2:56 pm

Very very cool Qrv, thanks for sharing!
Nice Xmas present! :)
- my first commercial game, made with FTEQW game engine
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Re: Xmas Gubbins.

Postby mh » Sat Dec 24, 2011 3:03 pm

Nice. Really like the Nether 3 sky in particular. It looks a worthy replacement for the default scrolling sky.
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Re: Xmas Gubbins.

Postby Qrv » Sat Dec 24, 2011 3:10 pm

I'd never thought of that actually mh, I cant see why I couldnt do skyboxes for sky1 and sky4 for standard Q1 replacements.

If there's engines out there that can use a normal skybox, but also do a scrolling cloud layer on it, ( sphereical shape I'd guess ), I could probably do the cloud layer straight out as an alpha .tga for use with it.

Maybe I'l look into replicating sky1 and sky4 for new years, but I promise nothing. 8)
I'm looking for a Mapper, Modeller/Animator and a Sound effect/Music person, to work on an exciting project. PM Me here, or catch me on IRC for further info.
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Location: Stuck in a Slipgate.

Re: Xmas Gubbins.

Postby mh » Sat Dec 24, 2011 5:52 pm

Yeah, I think the only real problem with skyboxes is that the clouds don't move. For that alone I still prefer the scrolling sky, but if we had - or could get - some standardization across engines for moving clouds then I'd go for a skybox replacement any time.
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Re: Xmas Gubbins.

Postby leileilol » Sat Dec 24, 2011 9:06 pm

q3map2 has some sort of skyroom hack. Darkplaces can do skyrooms in csqc. what else?
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Re: Xmas Gubbins.

Postby mh » Sat Dec 24, 2011 10:19 pm

The way I'd propose it is a multitextured cubemap setup, with alpha blended cloud layers scrolled using the texture matrix. You could draw that on the original surface polys so you wouldn't need to worry about overdraw, and it would all run on the GPU so performance would be great.
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Re: Xmas Gubbins.

Postby taniwha » Sun Dec 25, 2011 1:20 am

I'll keep that in mind for my glsl hacking on QF :)
Leave others their otherness.
http://quakeforge.net/
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Re: Xmas Gubbins.

Postby stoleYourBike » Sun Dec 25, 2011 3:30 pm

nice, might use one
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