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Junrall



Joined: 21 Sep 2009
Posts: 136
Location: North West Oregon, USA

PostPosted: Mon Apr 12, 2010 2:35 am    Post subject: Reply with quote

As a side project, I've been trying to separate and group some of the vanilla QC into sensible .qc files... well, at least what seems sensible to me Wink

For instance...
I've separated each weapon into it's own .qc file (w_axe.qc / w_shotgun.qc / w_rocketlauncher.qc / and so on)
All weapon controls (W_BestWeapon, W_Attack, and what not) and precached sounds/models are now in weaponscontrol.qc
And I moved all light stuff to a lights.qc file... including all the lightstyle prcaches, which are now in a function called LightStyles_Precache.

I've noticed there are blocks of code that are used over and over again. I want to create functions that can be used in place of the redundant code.

Along the way I wish to also to target some simple minor things... such as bleeding walls.

I guess my goal here is to group everything together so that I don't have to go searching for things. And to streamline things a bit as well. Maybe add a few new things as well. Ultimately creating a new and fresh code base.

If anyone has some ideas or suggestions please speak up.

What are some things that can/should be added?
*Useful tools... such as ReboVec by Dr. Shadowborg
*Modular/Versatile Functions
*Maybe some "canned" things that people struggle with.

Thanks in advance!
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Mon Apr 12, 2010 2:39 am    Post subject: Reply with quote

EGA Quake Shocked

Well, I sculpted some scales. Didn't use any alphas to do them. It was kinda fun. I left the hands, feet and the err.. other hands without scales. I thought they would have smaller scales and the current subdiv level didn't feel good for so small scales. I think I'll have to redo the scales on the upper forearms too.



From other angles...
http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_skin_09.jpg

http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_skin_11.jpg

http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_skin_10.jpg
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Apr 12, 2010 4:29 am    Post subject: Reply with quote

Eventually, that gets baked into a normal map, right?
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Mon Apr 12, 2010 12:07 pm    Post subject: Reply with quote

It's already a normal map on low poly...
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Apr 12, 2010 10:56 pm    Post subject: Reply with quote

Ah. I'm not familiar with creating art, so when you said "sculpt", you threw me off a bit. My bad, thanks.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Tue Apr 13, 2010 4:25 am    Post subject: Reply with quote

I think if you lost the tail and the shoulderblade-blades and the hair it would make more sense why he's carrying a gun. Smile

But the texture looks awesome!

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Junrall



Joined: 21 Sep 2009
Posts: 136
Location: North West Oregon, USA

PostPosted: Tue Apr 13, 2010 5:37 am    Post subject: Reply with quote

What's the name of those lizard people from Land of The Lost?
That's what that last image reminds me of!
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue Apr 13, 2010 4:01 pm    Post subject: Reply with quote


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negke



Joined: 16 Apr 2008
Posts: 56

PostPosted: Tue Apr 13, 2010 5:23 pm    Post subject: Reply with quote

Haha, good memories. At first glance, it looked as if they were holding musical instruments...

jim: Good model, though I prefer r00k's idea. I would keep the tail, however. It's good for a melee attack (perhaps attach one of the blade things).
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Tue Apr 13, 2010 6:31 pm    Post subject: Reply with quote

Well, I've used so much time on sculpting, I don't want to redo it. So I'm not going to change the character anatomy anymore. Maybe if this had been said earlier. Anyway I wanted it to have 4 arms. First I thought all arms would have hands and fingers, but that didn't really feel like it would add anything interesting to the gameplay. Thought spiked arms would have more effect on the gameplay.

Maybe it's unnatural, but a little unnaturality is ok... like on Starship Troopers there's the giant bugs, but in reality that big bugs would asphyxiate on the planets they were encountered. No need for machineguns then.

I admit that the upper arms and the hair create some difficulties on creating clothes and armour for the character. But I'm sure it'll be possible to create even a whole body covering space suit.

Well, I've soon completed the sculpting, so I'll post some pics later tonight.

Meanwhile you can watch this http://www.youtube.com/watch?v=nzD35xLek9Q Wink
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SamUK



Joined: 17 Dec 2008
Posts: 98
Location: United Kingdom

PostPosted: Tue Apr 13, 2010 11:08 pm    Post subject: Reply with quote

Working on a map optimized for the PSP. Screenshots taken from PC build, as I'm to lazy to take screenshots from the PSP directly. Tweaking some lighting, a bunch of the textures are still place holders.

http://i39.tinypic.com/9awcug.jpg

http://i44.tinypic.com/34hasy0.jpg


I'll probably make a video walk through when I get the outside portion of the map complete. You can see some of the outside at http://www.youtube.com/user/FlamingIceGame?feature=mhw5#p/u/20/gINz3L0oEKY. Voice of Xalener.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Wed Apr 14, 2010 2:37 am    Post subject: Reply with quote

I think the map could have some more detail, if PSP can handle that? Floor grates, ceiling beams & supports, wall panels, pipes, vents?


Now the sculpting is about complete. I think some little tweaking could be done. Some adjustment to the projection cage, so the normal and ambient occlusion bakes would be better between the toes and fingers. Don't if I'll make any other sculpts for this, probably a better idea just do some different skin colour patterns.



other pics...
http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_skin_13.jpg
http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_skin_14.jpg
http://koti.mbnet.fi/jeejeeje/wip/swarrior_player_skin_15.jpg
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Wed Apr 14, 2010 4:25 am    Post subject: Reply with quote

I was just kidding, really. And those latest pics are great!
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Apr 14, 2010 4:54 am    Post subject: Reply with quote

SamUK wrote:
Working on a map optimized for the PSP. Screenshots taken from PC build, as I'm to lazy to take screenshots from the PSP directly. Tweaking some lighting, a bunch of the textures are still place holders.

http://i39.tinypic.com/9awcug.jpg

http://i44.tinypic.com/34hasy0.jpg


I'll probably make a video walk through when I get the outside portion of the map complete. You can see some of the outside at http://www.youtube.com/user/FlamingIceGame?feature=mhw5#p/u/20/gINz3L0oEKY. Voice of Xalener.


Looks pretty damn good. Never stop.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Wed Apr 14, 2010 8:53 pm    Post subject: Reply with quote

jim wrote:
I think the map could have some more detail, if PSP can handle that? Floor grates, ceiling beams & supports, wall panels, pipes, vents?


If the props are MDL's the PSP can render them significantly faster. Only problem is, at least for me, that Radiant refuses to work on my machine, and I heard you can see MDL's in the 3D view. Can anybody help me out?
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