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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 mankrip » Mon Jan 19, 2015 4:57 am

Working on animated alpha masked textures. This made me find out that the vanilla support for animated textures is buggy, so I'm fixing it also.
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Re: What are you working on?

Postby hogsy » Mon Jan 26, 2015 9:46 pm

Little updates on the material system I've been working on for OpenKatana.

Materials can support both global settings (which apply for all skins within the material) and local settings (which apply for just one single skin).



Controlled through two local functions; $scroll_x and $scroll_y.



Set via a global flag within the material and speed is controlled through one global function; $animation_speed.

Meh...
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Re: What are you working on?

Postby ceriux » Tue Jan 27, 2015 12:11 am

some trippy stuff
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Re: What are you working on?

Postby qbism » Wed Jan 28, 2015 4:07 am

Animated alphamask/ scrolling/ animation speed control: Yes to all of the above!
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Re: What are you working on?

Postby hogsy » Wed Jan 28, 2015 10:45 pm

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Re: What are you working on?

Postby toneddu2000 » Thu Jan 29, 2015 8:48 am

cool hogsy!That it's a lot of work imo!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby mankrip » Sun Feb 01, 2015 3:52 pm

Hogsy: Nice, flexibility is always a bonus when coding features.

And I've finished the animated alpha masked textures support, but it looks really crappy at the standard of 5 fps (!!!) framerate of animated BSP textures from vanilla Quake.

A way to define faster animation speeds is definitely required, but I don't know the standards that other Quake engines may use for that, and it would be nice to make it compatible. Anyway, there are more important stuff to fix before researching that.
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Re: What are you working on?

Postby frag.machine » Wed Feb 04, 2015 12:29 am

A (please select HD to watch), with random monsters and random weapons.
Pay no attention to the ugly artwork (specially skins), and try to imagine the fun of stomping a shrunked cyberdemon or Armagon.
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 ceriux » Wed Feb 04, 2015 3:16 am

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Re: What are you working on?

Postby frag.machine » Wed Feb 04, 2015 3:50 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 xaGe » Wed Feb 04, 2015 5:25 am

Last edited by xaGe on Thu Feb 05, 2015 2:30 am, edited 1 time in total.
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Re: What are you working on?

Postby toneddu2000 » Wed Feb 04, 2015 11:56 am

One of the coolest things I've seen in these months with quake! Great work frag.machine!
If I may ask, how did you manage freezing animation? Are monsters .mdl models? In this case, maybe you just stopped the execution of current frame, right?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby frag.machine » Wed Feb 04, 2015 3:42 pm

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 toneddu2000 » Wed Feb 04, 2015 4:45 pm

- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Dr. Shadowborg » Mon Feb 09, 2015 9:50 pm

Currently setting up Jackhammer config and converting id1 textures to .wal format, with the endgoal of converting episode 1 into Q2BSP format. Jackhammer config testmap looks coool so far with rad. :D

Learning a lot about Q2 mapping in the process, probably post a guide or something later once I get it all figured out. Amusingly, regular light ents now give off an infernal reddish light... >=D
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