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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Tue Mar 23, 2010 9:26 pm Post subject: |
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You really should invest in some ladder code, and make a less chunky ladder, to match the otherwise good quality of the outdoor environment, same goes for the lightposts, but that's been pointed out already. The indoors feels offscale, very large, whereas outdoors it seems mostly fine.
Keep up the good work  _________________ Look out for Twigboy |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Tue Mar 23, 2010 10:41 pm Post subject: |
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You forgot the "gl_flashblend 0" for your flashlight looks a bit more realistic  _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Tue Mar 23, 2010 10:50 pm Post subject: |
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I was about to complain about the same thing. The flashlight.
I agree about the proportions. The cellar looks huge. Other than that, I like it. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Wed Mar 24, 2010 3:07 am Post subject: |
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I've been doing a character model..
 _________________ zbang! |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Wed Mar 24, 2010 8:48 am Post subject: |
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Urre wrote: | You really should invest in some ladder code, and make a less chunky ladder, to match the otherwise good quality of the outdoor environment, same goes for the lightposts, but that's been pointed out already. The indoors feels offscale, very large, whereas outdoors it seems mostly fine.
Keep up the good work  |
Ladder code: I have, not implemented yet. The jump sound I've removed for the time being.
The lamp posts are the second iteration; I'm loath to make more complicated ones, to keep f/ rates up. If I can find a model in keeping with a British city I'll use it, if not, they'll probably stay.
The indoors (well the cellar anyway, you've not seen ALL the indoors yet ) are off-scale, a testament to the fact they were made before the rest. I want to give the player room to move around, but prob too much at the moment.
frag.machine wrote: | forgot the "gl_flashblend 0" for your flashlight looks a bit more realistic |
chip wrote: | I was about to complain about the same thing. The flashlight. |
I dislike the flashlight too. The darkplaces compatible one was much better. However... it doesn't work in Fitzquake, which is the engine I'm using now due to my elderly and infirm laptop struggling with DP in any map bigger than a small box @ anything greater than 640x480. Also I'd like the mod not to be incompatible with too many engines, so FQ is a good base I think.
Anyway, frag.machine, whats this "gl_flashblend 0" of which you speak?  _________________ my site |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Wed Mar 24, 2010 9:29 am Post subject: |
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It makes the engine use dynamic lighting instead of that glow "sprite". Looks much better and it is much more useful as it actually lights the level. _________________ Quake Maps |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Wed Mar 24, 2010 9:46 am Post subject: |
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Spirit wrote: | It makes the engine use dynamic lighting instead of that glow "sprite". Looks much better and it is much more useful as it actually lights the level. |
Poor question 1:
Would this work for any engine?
Poor question 2:
Can you implement it thru' qc or config? _________________ my site |
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negke
Joined: 16 Apr 2008 Posts: 56
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Posted: Wed Mar 24, 2010 10:14 am Post subject: |
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1: Yes, it works in every engine. The sole purpose of this command was to improve the performance on early GL cards by not having muzzleflash, rockets and explosions emit light.
2. Yes, I think you can - by adding a trigger_command-type entity, for example. Most people should have gl_flashblend disabled anyway. |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Mar 24, 2010 11:57 am Post subject: |
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[quote="ajay"] Urre wrote: | Anyway, frag.machine, whats this "gl_flashblend 0" of which you speak?  |
gl_flashblend is the name of the standard cvar to control the glow effect for any entity with .effects = EF_MUZZLEFLASH: 1 (default) draws a yellow light ball around the light origin , 0 renders the dynamic light, in the same way the software version does. FitzQuake has this cvar and behaves exactly in the expected way, so just put it in your autoexec.cfg and everything should work OK. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Wed Mar 24, 2010 2:03 pm Post subject: |
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Thats brilliant, thanks a lot  _________________ my site |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Thu Mar 25, 2010 4:36 pm Post subject: |
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Something that I would like to see implemented is a model of a weapon as flashlight with the actual light modeled as a big white cone with smooth alpha. One that look realistic. |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Fri Mar 26, 2010 10:56 pm Post subject: |
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ajay wrote: | http://www.youtube.com/watch?v=8ybwPZ-lR_g
Torch update and ladder code implemented. I'll be shrinking the cellar later, and changing the switch button. |
Hey, flashlight looks better now Can't wait to see more of this creepy level... _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Sat Mar 27, 2010 3:20 am Post subject: |
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I decreased the polycount to 5328 for the character.. and the thing on it is 1080 tris. I might try how it'll look if I flip the spike arms down and finger arms up... but now I'm going to sleep.
 _________________ zbang! |
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