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  • Some new ideas/code-usage for Quake

    Hello,

    There have been several ideas I wanted to implement into Quake.
    One of them was "swinging chains".
    This is a very old topic of course.
    Many (much more talented people) at inside3d did this a long time already.
    Necros for example created amazing code for swinging ropes.

    I knew I cannot compare my poor knowledge with his, so I started easy.
    Simple hanging chains are the simpliest things to make swing.
    So I started with this.


    (Un)fortunately in the middle of doing them, I had an idea of a new *secret* in start map.
    Having something to do with "chains" as well, so I went for this one.
    In the end both where finish around the same time, so I would like to show a clip of the status.


    To get the new secret, you have to interact with the environment (that was the idea).
    (Please also pay attention to the new lava ambience sound.)
    Destroying the chain, that holds a slowly rotating skeleton.
    I found several very nice models to make this all possible (these are not mine).
    Once you *cut* the chain, the skeleton will fall into lava, making a splash sound and visual.
    This triggers the secret armor, which will appear between the broken bridge halfes.
    You have to jump across to take it.
    It gives you the standard "green" armor protection.


    This *workflow* of actions, that depend from each other was a very tough but interesting thing for me. I learned a lot of QC and it was really worth it.

    I of course know, that all this overdone particle effects are not everybodies likings.
    But this is not the purpose of this clip.
    This time the possibilities of QC and some samples of usage in the game should be focused.
    I know these things have been done by many people before (QuakeC is 15 years old...).
    I just wanted to give maybe on or another a start to create something much better than this attempt.

    All the Best,
    Seven

    PS: Fraps let me only record 30 sec. so I had to split it.
    [ame=http://www.youtube.com/watch?v=isXjuZ6qrpk&feature=plcp&context=C3a47c04U DOEgsToPDskIA8SlHEqdMQSJYVDt5j-UM]start_map_small_additions.avi - YouTube[/ame]

  • #2
    Some interesting ideas Seven! Keep em coming. As long as the Quake community has people like you and the other creators here Quake will never grow old!!

    If possible will you share the ent file and models used here. I have some already but not the skeleton or chains, or is it going to be a part of the next SMC?
    Last edited by gdiddy62; 02-18-2012, 04:00 PM.

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    • #3
      Thats pretty good seven..I noticed something though (correct me if I'm wrong) - your think decrements the angle of rotation until the angle is back to "zero". If I am correct, may I suggest that you make your think decrement the velocity of the rotation instead.

      It seems like the shorter of an angle there is left to swing before it hits zero angle - the faster it swings. Almost like the velocity is increasing as the angle decreases. If you decremented the speed instead and multiplied it by your maximum angle, the angles would still decrease but it would swing slower and slower to a stop, instead of faster and faster.

      Another thing to think about is, if you made a "real chain" you would need an .ent definition for every link. It might be easier to just make a chain model with animated frames. Then you could get real elaborate and even add the "jump" of the chain that would happen if it was shot - as well as spawn flags that determine if it is a "loose" chain or a chain that is suspending something. That way you could "toggle" between break or swing based on the spawn flag.

      Just a suggestion
      Michael
      Last edited by MadGypsy; 02-18-2012, 05:07 PM.
      http://www.nextgenquake.com

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      • #4
        Very interesting ideas, Seven, and very nice realization!

        But is it possible to make entities moving with not only impact but also with explosion shock-wave? That could be used in grass effect, and grass must take some movement from explosions; this would look very realistic and beautiful.

        IMHO, original id maps are really missing some content. All those intrusive particle effects in start map actually looks not so good, but plain ground without any grass or bushes looks even worser.

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        • #5
          Originally posted by FC Zvyozdochka View Post
          IMHO, original id maps are really missing some content.
          You mean details and mapmodels?

          If you start doing that, then you have Remake Quake

          I like the particle effects etc, even if indeed they're a bit overdone, too bad they really require darkplaces.

          Where'd you take the skeleton model from, 7?
          Scout's Journey
          Rune of Earth Magic

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          • #6
            Yep, gb, some details. Like those sparks from broken comp or bubbles in slime, as Seven already did in e1m1. But not too much details.

            Remake Quake is of much higher level, wish you good luck and more interesting ideas with it. thank you for doing it!

            too bad they really require darkplaces.
            I don't think it is bad. And it would be cool to see your RMQ maps ran under DP with all these wonderful lighting effects. But it needs to modify engine, as you've already told me.

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            • #7
              Hello gdiddy,

              Thank you. As mentioned above, the models are not mine.
              They are Copyrighted � 2008-2009 by Mangled Eye Studios.
              I only modified the textures a bit to make them more "Quake-ish".
              So a public release will not happen. Private things are always possible.


              Hello MadGypsy,

              Interesting comment regarding the swing velocity and think time.
              I will play around with it.
              Actualy, the think time is constant and the velocity too.
              The clip is of course not the best to see it.
              I will see how things look with different values...


              Hello FC Zvyozdochka

              it doesnt matter if the impact is done via a direct hit (like shotgun or spikes),
              or if the impact is done via radius damage (like rockets).
              The chain has a certain health, which is always refilled (exactly like the zombie).
              It detects if the chain was "hurt" and starts the swinging.
              It immediately sets the health back to its default, so that you can shoot it again.
              Regarding the grass:
              If you want to use models for the grass... oh my god.
              You would need many of them
              I know that gb uses some sort of sprites for grass.
              That is the better way to go I guess.
              I am not sure if you can give a sprite health, but I think YES.
              Sprites act/behave very much like models.
              So a sprite animation can be started when the health is reduced.
              That *might* work.


              Hello gb,

              Thank you for your comment.
              It means a lot for me, as I know you are a very critical observer
              The good thing about particle effects are, that they are so easy to change/modify.
              As you know, changing the params in effectinfo.txt (mainly the "count") will give quick results.

              As I worked on the shader animated bboxes I asked all engine devs: MH, Baker, R00k, ...
              if they are or plan to support Q3 shaders. Unfortunately all of them said: No.
              So yes, I guess we are bound to DarkPlaces at the moment.
              It is not the lack of knowledge (of course not), it is just not fitting in the devs picture of their own engine. Whiyh is absolutely understandable.

              The models are from:
              Copyright � 2008-2009 Mangled Eye Studios. All Rights Reserved.
              Game: Dark Salvation (uses a modified Quake3 engine)

              I only modified the diffuse textures and added some normals.

              [ame=http://www.youtube.com/watch?v=aJhe8qIeSzQ&feature=plcp&context=C340da15U DOEgsToPDskIA8SlHEqdMQSJYVDt5j-UM]models.avi - YouTube[/ame]

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              • #8


                Hello Seven,
                great!! I love your new ideas!

                I like Dark Salvation very much. I�m sad that their Freeware link is down...

                Comment


                • #9
                  Hello golden_boy,

                  I found wonderful skeletons, that you can freely use and redistribute in your projects.
                  You only have to edit the diffuse texture (making the white parts transparent).



                  If you are interested, please contact me.

                  Best wishes,
                  Seven

                  Comment


                  • #10
                    Originally posted by Seven View Post
                    I found wonderful skeletons, that you can freely use and redistribute in your projects.
                    Link?
                    Quake 1 Singleplayer Maps and Mods

                    Comment


                    • #11
                      Hello,

                      Inspired by Bloodshot�s idea to port the E1M1 map to Crysis with a few extra entities/gimicks, I saw his screenshot #4 in his post and had the idea to do this in Quake too.

                      Fortunately I could do it by using free models, so this time you can download it and use it yourself.

                      The pipe models are made by sitters. Thank you very much for them !
                      I only made the particle water and water impact effects.
                      I know, the water is not perfect...

                      Sitters models (which also include the skeletons from previous page post#9) are wonderful.
                      There are almost a hundred of them on his page.

                      Have fun with the water supply.
                      Download link removed.
                      Improved version available in post #15 below.

                      (You need the "small mod compilation"�s QC extensions)

                      Best wishes,
                      Seven

                      [ame=http://www.youtube.com/watch?v=O6_QsnLi8eY&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]e1m1_water_supply.avi - YouTube[/ame]
                      Last edited by Seven; 02-25-2012, 04:30 AM. Reason: Download link removed. Improved version available in post #15 below

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                      • #12
                        Thanks Seven!

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                        • #13
                          ..Seven those are great idea's your working on! :-D

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                          • #14
                            Hmm, the water that comes out the pipe looks to blue in comparsion to the water itself. And the pipe didn't fit well into the scene. Maybe you should only try a little pipe with a valve sticking out of the wall without the bends. Otherwise nice work.

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                            • #15
                              Hello,

                              Thank you for your feedback and constructive criticism.

                              To change the color of the water you only need to change the "color" param of the effect.
                              I always comment my effectinfo entries to make it easy to understand and edit.
                              You can edit the effectinfo.txt with notepad.

                              The model positions can be edited via the .ent file.
                              Please edit the "origin" line.
                              I also comment them, so that you can quickly find the correct line.
                              You can edit the .ent files with notepad.


                              I followed grave_digga�s suggestions and uploaded an improved version, with:
                              - water color (less blue-ish)
                              - better model usage / positioning

                              You will find 2 versions in it:
                              - 1 water pipe
                              - 2 water pipes (like in the youtube clip below)

                              DOWNLOAD
                              (You need the "small mod compilation"�s QC extensions)


                              I want to write a detailed Tutorial how to add these things soon:
                              - models
                              - particle effects
                              - ambience sounds
                              into your maps (without the necessity to edit the map itself).
                              It is quite similar to weather effects.

                              Thank you again, for your feedback.
                              Seven

                              [ame=http://www.youtube.com/watch?v=CdrP07el_1U&feature=plcp&context=C3e2b8a8U DOEgsToPDskIA8SlHEqdMQSJYVDt5j-UM]e1m1_water_supply_2.avi - YouTube[/ame]


                              Included in the Download are all other map edits, as shown here:
                              [ame]http://www.youtube.com/watch?v=UYJoRFefgTI&feature=plcp&context=C305e501U DOEgsToPDskLVqtl4XpVEeu1L8JicgEen[/ame]
                              Last edited by Seven; 02-25-2012, 04:31 AM.

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