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

What are you working on?

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Postby Irritant » Sat Nov 13, 2010 5:24 am

http://red.planetarena.org - Alien Arena and the CRX engine
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Postby jim » Wed Nov 17, 2010 3:52 am

I made some models from my concepts.. Didn't finish them, just wanted to do some models.

Tentacle Mouth Monster:


edit: (took away player character versions 01 - 03)

Player Character version 04:


another edit: new version of the spikeclaw monster..

zbang!
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Postby Junrall » Mon Nov 29, 2010 4:25 am

As always... I'm still plugging away at QCPad. The interface is similar to before, but prettier. I trashed my original idea of using a bunch of tabs as a way to navigate to QCPad's different areas... Turned out being kinda clunky... people are more accustomed to menu driven software anyways.
Rewrote the way QCPad handles projects. Each project is now saved into its own file... figured this would be useful in that people could share projects with others. They could click a button and the project and the project's files will be gathered and zipped.

Currently I have been playing with syntax highlighting of keywords and must say... what a learning curve! But not as hard as I thought it was going to be! And I'm having a lot of fun with it!
Anyways, it's not implemented into a QCPad as of yet, but I do have a standalone version that works quite well! Hopefully, QCPad will soon be sporting a new syntax highlighting system! :P
Heck, maybe one of these days I can roll out a copy of QCPad and let you folks "crash -n- burn" it. :lol:

A question... how many "keyword" groups do you think is plenty? I'm thinking that 4 should be enough... eventually I'd like to make it customizable.

Here is a shot of the new prettier look:
The big blue area at the bottom will be an output window for compilers.
Image
Good God! You shot my leg off!
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Postby frag.machine » Mon Nov 29, 2010 11:23 am

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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Postby ceriux » Mon Nov 29, 2010 9:01 pm

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Postby ajay » Tue Nov 30, 2010 12:08 am

earthQUAKE
I'm making a school. It is quite small and is based on the Victorian buildings found in UK inner cities. I've got the basic 'shell' finished, and I'm now working on room layout, entrance hall, below ground areas, then the (again small) playground area.
After the school I'm going to finish the main 'blocked exit' / collapsed train bridge local which (this not being far cry or similar) I'm going to need to do to limit the play area while not resorting to invisible walls or having an artificial closed off world.
With that done I'm going to go back and finish all the (non-house) buildings (including the large, but as it stands non-usable, church) that have been started or blocked off, then decide the final limit to the level.
Next will be some outdoor areas; parks, car parks
Then I'll look at underground areas, sewers, cellars etc, before finishing the houses; they'll be last because some are just 'walls', some are very significant in terms of story/gameplay and some are passages to other areas. They may change as I playtest.
Then will be item placement and a whole host of coding. As I mentioned in the gameplay forum, the mod will play similar to firefight/horde, as Monsters (save for dogs/zombies) will come in 'waves' via The Gate, although with more to do then just kill them, wait, next wave, and more of a story.
That will be worked thru' via coding, tinkering once all the mapping, well 99% of the mapping, is done.
ETA: 2013
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Postby ceriux » Tue Nov 30, 2010 1:04 am

Image

updated head - dropped it down to 662 tri's

Image
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Postby Sajt » Tue Nov 30, 2010 2:39 am

That's not bad. What's your "rouge archer" for?
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby leileilol » Tue Nov 30, 2010 2:44 am

assassin's creed psp kurok

quads suck. If you want low poly, you definitely should not be constructing exclusively in quads, despite what "they" say. A month ago I had some "experienced" modeler tell me otherwise how triangles is blasphemy and I should burn in hell for it as with the lack of rendering in 16x oversampled AA. Good thing all models don't have to be cheesy subdivided nightmares... In the end your game model will be a bunch of triangles anyway, but without doing it triangle first you won't have control over turned edges and that can affect the overall shape and shading of the model in a big way. The only real reason to model with only Quads is clean subdivision, but no one sane subsurfs a low poly model for ANY game!
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Postby ceriux » Tue Nov 30, 2010 2:55 am

he was for practice... i like using quads cause i can tell what im doing better... its hard for me to see when i make anything with tri's. i might also convert him into a knight, mage, and what ever kind of medevil kind of character i can think of... i made him some weapons too.. dual wielded daggers and a short bow... leilei ur mean sometimes.. if anyone has some suggestions towards different kinds of medieval classes they'd like to see lemme know.. im also thinking a necromancer =)

if these turn out , i might make something with them... im a medieval kinda guy and biodude... has gotten me talked into another theme... im not too happy with but i will do it. i just need practice making character models. this ones kinda stylized but i think he looks good too.
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Postby Junrall » Tue Nov 30, 2010 5:43 am

Good God! You shot my leg off!
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Postby leileilol » Tue Nov 30, 2010 5:51 am

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Postby Junrall » Tue Nov 30, 2010 6:01 am

Good God! You shot my leg off!
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Postby Boss429 » Tue Nov 30, 2010 8:53 am

Image
Texturing some hands I modeled a couple years ago :?
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Nice hands!

Postby UrbanKid » Tue Nov 30, 2010 9:00 am

That is some awesome hands! hey is there a tutorial on how to make hands....all the time i been making are blockish ones
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