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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 r00k » Mon May 05, 2014 10:49 pm

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Re: What are you working on?

Postby jim » Wed May 07, 2014 1:03 am

zbang!
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Re: What are you working on?

Postby frag.machine » Wed May 07, 2014 2:49 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 leileilol » Thu May 08, 2014 7:55 pm

30 minutes?!! that's fast
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Re: What are you working on?

Postby jim » Fri May 09, 2014 10:17 am

I was just checking some of the Created/Modified times on the image files.. the fastest done texture is 10 minutes, 2nd 25 minutes, 3rd 34 minutes (first save after 1 minute of editing maybe). The longest taking ones were around 1 hour. But eventually it becomes a bit impossible to know how long it's taken, like if I tweak some texture next day...

My workflow for the textures is something like this:

1) UV mapping
2) Bake AOs from Blender and xNormal
3) Pick some Colors from the game palette, usually grey + some color, draw/flood fill the different areas with the colors
4) AO from xNormal 77 opacity over the Blender AO in a group, set the AO group 100 Multiply over the Color layer
5) Draw some greyscale Details on a layer.. 50-100 Overlay (or sometimes off), maybe draw some detail colors into the Color layer
6) Duplicate/Merge the AO group, Texture Preserving Smooth (25) + Unsharp Mask (1,5rad, 150str, 0clip) on the merged AOs, 100 Overlay/Duplicate/Merge the Detail layer on it... the new merged layer 50 Overlay
7) Duplicate the AO+Detail layer, Local Tone Mapping (20str.. maybe this is a bit too much), Curves (set different brightness values to different colors), possibly Hue Shift after (cold or warm tone?), 50 Soft Light
8 ) Posterize adjustment layer with 24 Levels, 100 Overlay
9) Hue/Saturation adjustment layer -40 Saturation
10) Brightness/Contrast adjustment layer 32 Brightness, 25 contrast
11) Load the game palette / Tweak some of the above stuff to get the final paletted image have the right colors (sometimes add some extra color/noise blend layers to get better conversion)

xNormal Simple Ambient Occlusion Generator settings:
Rays: 128
Uniform
Bias: 0.1
Bright: 0.2
Intensity, Gamma and Contrast: 1.0

This creates a medium sharp worn edge look for them, although maybe some of my filtering settings make the edges a bit too strongly visible? But for now I'll just go with these settings... Only 3 weapons left to texture.

I'm hoping I'll get them done today, so tomorrow I could start adding them ingame and also make some projectile models or sprites for them. I think all the weapons will use visible projectiles. So, even bullets would look like some sort of energy bolts. Maybe on sunday I can record some video action with the weapons.

edit: And here's the other half of the weapons textured.. the preview image has a bit weird colors...

zbang!
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Re: What are you working on?

Postby ceriux » Sun May 11, 2014 12:49 am

you make your textures similar to me, i really like these guns here though.
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Re: What are you working on?

Postby toneddu2000 » Sun May 11, 2014 6:09 pm

really good style jim and very professional approach, compliments!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Mon May 12, 2014 7:26 am

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Re: What are you working on?

Postby jitspoe » Mon May 12, 2014 7:02 pm

jim: Hm, honest feedback: they look a little flat to me. These would probably work if you had some kind of shader on top of them for more of a reflective/metallic look, but for pure diffuse textures, I think they'd look a lot better if you had stronger highlights, bits of wear, metal showing through on corners/edges, dirt/grime, and the like.

Of course, I can't seem to find any good examples of what I'm talking about right now, but sort of along the lines of this:
http://propweaponscoop.com/wp-content/u ... medium.jpg
http://cdn2.nerdapproved.com/wp-content ... /Gun1.jpeg
http://www.yourprops.com/movieprops/ori ... eapons.jpg
http://www.gamebreakers.co/wp-content/u ... dspace.jpg


As for me, I'm just beginning to delve into the world of genetic programming to see if there will be any applicable use in AI. I'm not super optimistic, but it's fun to play around with.

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Re: What are you working on?

Postby ceriux » Mon May 12, 2014 7:58 pm

i think his textures are fine. they match the rest of his game and really put out a nice clean retro feel to them. they're stylish and interesting to look at. some of them i couldnt really imagine what they do. but just looking at them makes me want to wonder.
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Re: What are you working on?

Postby jim » Tue May 13, 2014 12:26 pm

Maybe I will add some of that later, but for now they're good enough to let me do other stuff.

I recorded that video. Didn't have time to do projectile models during weekend, so they're just placeholder particle trails. But maybe this way I know better what kind of models or sprites they need. They all have sounds, but some may be.. bad. They'll also need some impact sounds. Some of the functionality is a bit placeholder as well.

http://www.moddb.com/games/blaze/videos ... onstration
zbang!
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Re: What are you working on?

Postby mankrip » Wed May 14, 2014 5:10 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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/ /
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Re: What are you working on?

Postby Barnes » Wed May 14, 2014 5:35 am

diffuse from dp retexture pak if I remember correctly
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Re: What are you working on?

Postby CocoT » Wed May 14, 2014 6:10 am

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

Postby toneddu2000 » Wed May 14, 2014 1:11 pm

very good projectiiles jim: only thing I don't understand is why, when you strafe, projectiles seem to "lose source" and they are not fired from the gun firehole
- my first commercial game, made with FTEQW game engine
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