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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 leileilol » Tue Jan 17, 2012 3:22 am

No because for blending i'd STILL have to process in RGB, or else i'll have tinted monochromatic shading.
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Re: What are you working on?

Postby qbism » Wed Jan 18, 2012 4:36 am

I gave "indexed colored lighting" a shot. True, the palettized colors can't directly blend, but alphamap lookup and dithering is about good enough for 8-bit:
Image
Image
Image
This is
1. Keep the standard lighmap.
2. Map incoming RGB .lit file to the indexed palette.
3. Do blocked indexed colored light.
4. At mips, add light as usual plus alphamap with indexed colored block.
Last edited by qbism on Wed Jan 18, 2012 4:39 am, edited 1 time in total.
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Re: What are you working on?

Postby leileilol » Wed Jan 18, 2012 4:38 am

man, it looks like the .

Surprising that you actually attempted it though, it needs a multiply table to really work. I'd include this as a quality setting i guess. there's also model lighting to deal with

The absolute fastest and ugliest would be using the menumap to color the lighting and models, like Duke3D's palette remap tricks :P
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Re: What are you working on?

Postby qbism » Wed Jan 18, 2012 4:52 am

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Re: What are you working on?

Postby goldenboy » Wed Jan 18, 2012 8:56 am

Image

Quake Mario Raider Grappler Walljump Mod.

aka functional level design - doing the gameplay first.

http://spawnhost.wordpress.com/2012/01/ ... orm-quake/
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Re: What are you working on?

Postby mh » Wed Jan 18, 2012 12:56 pm

Nuclear explosion lighting.

Image

Light intensities can be arbitrarily scaled. 1 is default Quake. No clamping, no upper limit, it can go all the way to 10000 and beyond. No lightmaps need to be uploaded, no performance hit - gradual ramp up or fade down, slow or fast, day/night cycles, potential ability to scale each colour channel independently, pulsing global lights, whatever.
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Re: What are you working on?

Postby qbism » Thu Jan 19, 2012 3:44 am

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Re: What are you working on?

Postby mh » Thu Jan 19, 2012 6:20 pm

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Re: What are you working on?

Postby CocoT » Sat Jan 21, 2012 8:09 pm

- New location: Update your bookmarks!
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Re: What are you working on?

Postby frag.machine » Sun Jan 22, 2012 2:00 pm

A 16 x16 pixel (not all chars are 16x16 actually, thats why they're contained into 20x20 pixel boxes) charset for custom menus, as close to the original artwork as I can make:
Image
Charset based off the Brazelton TruType font (which AFAIK is OK to be used(*) ), in PNG format with OpenGL-friendly dimensions (512x256).
Will work better if drawn as a non-monospaced font.

(*) I must admit I am not sure if I am violating someone else copyrights. If someone thinks (and can proof) it's the case, please let me know and I'll pull it out. If there are no legal problems about it, one can consider this as public domain artwork and use it freely. However, in the case you slap it in your work it would be nice (but not required) if you credit me. You know, 1 line of credit in the readme.txt would be enough and won't steal any of the glory and fame you'll get :)
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 » Sun Jan 22, 2012 2:35 pm

"The stylized Q" is part of the trademark application for Quake I believe
this font is still derivative

You could ask Marty or Todd about it
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Re: What are you working on?

Postby Spike » Mon Jan 23, 2012 12:35 am

frag.machine, the QRP already provides an equivelent but incompatible menu font.
.
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Re: What are you working on?

Postby frag.machine » Tue Jan 24, 2012 1:30 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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Re: What are you working on?

Postby Baker » Tue Jan 24, 2012 1:49 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: What are you working on?

Postby pitchatan » Sat Jan 28, 2012 12:00 am

Image

terrain with normalmaps, gotta admit that they made a world of difference.
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