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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 hogsy » Thu Apr 30, 2015 2:21 am

Just finished working on both explosive and non-explosive barrels for OpenKatana. Stumbled into an overflow occuring while working on that, so that needs sorting later... Urgh...

Also officially been working on OpenKatana for four years now, yay... :cry:
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Re: What are you working on?

Postby toneddu2000 » Thu Apr 30, 2015 10:01 am

@sock: as always, great atmosphere! You always take a normal quake level editor and transform it in experience! Great work

@mankrip: wow, can't wait to see some comparison tests!

@hogsy:yeah, time flies! :D
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby ericw » Thu Apr 30, 2015 7:39 pm

Recently I was working on my tyrutils fork, latest build is here: http://www.celephais.net/board/view_thr ... &start=334

Some of the new stuff:
- surface lights. Not using a new lighting formula like the q3 tools, but it just takes a template light entity and copies it across surfaces with the given texture name.

I tried using something closer to the q3map2/q3map code, and found it was hard to control. The point-to-polygon form factor approximation was always giving me hotspots (if you have lava in a box room, there would be bright dots on the wall near the lava surface).

- (qbsp) fixed messed up texture alignment on rotate_ entities
- light traces through fence textures
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Re: What are you working on?

Postby Baker » Fri May 01, 2015 2:53 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 Barnes » Mon May 04, 2015 4:31 pm

I counted the radiosity for single player levels for hi-res lightmaps with radiosity normalmapping data. Elapsed time - 7h 20min on i7 3770 :shock:
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Re: What are you working on?

Postby Barnes » Wed May 06, 2015 7:20 pm

SSAO
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Re: What are you working on?

Postby toneddu2000 » Wed May 06, 2015 8:49 pm

So cool Barnes! I'm trying same effect in FTEQW with GSLS but, for now, no success. Is it GSLS yours, right?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Wed May 06, 2015 9:07 pm

yes, glsl :)
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Re: What are you working on?

Postby toneddu2000 » Thu May 07, 2015 1:40 am

Very cool Barnes, can't wait to see a video with the all AO+diffuse+normal+realtime light put together!


Toying a little with cubemaps in FTEQW, possible, of course, only with Spike help. I created a simple room with a spinning car. Floor is realtime reflection, car is cubemapped. Every glsl used is available in and .
Model "BMW M6 2006" courtesy by Fred C. M'ule jr. ('tyrant monkey') on BlendSwap.
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby toneddu2000 » Sat May 09, 2015 1:01 am

showing a subtle speckle effect that simulates car paint (that YouTube almost blurred :x ), and some fixes to reflections, background and lights to better visualize cubemaps
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby qbism » Sat May 09, 2015 8:16 pm

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Re: What are you working on?

Postby toneddu2000 » Sat May 09, 2015 8:37 pm

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

Postby mankrip » Sun May 10, 2015 8:03 pm

Figured out how to smooth the warping of turbulent surfaces, and this also improved the framerate by a significant amount.

Now I'm improving lots of stuff in the palette code.

Fixes for the skybox code should be next.

Video, screenshots & stuff should come soon.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
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Re: What are you working on?

Postby sock » Mon May 11, 2015 11:50 am

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: What are you working on?

Postby toneddu2000 » Mon May 11, 2015 1:41 pm

@mankrip: can't wait to see palette improvements!
@sock: thanks! That screenshot is awesome! Are wall textures made by you? If so, they're so natural, and lava creates a unique mood. Perfect, as always! I wish I had the money to hire an artist like you for my game! :D
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