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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Tue Jun 22, 2010 10:30 pm    Post subject: Reply with quote

Agreed, way better now. Smile
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Downsider



Joined: 16 Sep 2008
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PostPosted: Wed Jun 23, 2010 12:50 am    Post subject: Reply with quote

Well, now it looks like my dick.
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Wed Jun 23, 2010 1:58 am    Post subject: Reply with quote

Downsider wrote:
Well, now it looks like my dick.

You might want to get that looked at.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Wed Jun 23, 2010 2:52 am    Post subject: Reply with quote

GiffE wrote:
Downsider wrote:
Well, now it looks like my dick.

You might want to get that looked at.


that's the joke
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Wed Jun 23, 2010 4:12 pm    Post subject: Reply with quote

The Jokes Broken... Rolling Eyes
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Downsider



Joined: 16 Sep 2008
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PostPosted: Wed Jun 23, 2010 5:50 pm    Post subject: Reply with quote

Mexicouger wrote:
The Jokes Broken... Rolling Eyes


ur illterate 'n dum
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Irritant



Joined: 19 May 2008
Posts: 115
Location: Maryland

PostPosted: Wed Jun 23, 2010 7:25 pm    Post subject: Reply with quote

Been busting my hump on a couple of items on the CRX engine, namely soft shadows and the new skeletal model format (InterQuake Model) that is now being used in Sauerbraten and is process of being added to Darkplaces(may be done now).






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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Thu Jun 24, 2010 6:06 am    Post subject: Reply with quote

Irritant - Are those soft shadows shadowmaps, shadow volumes with some post processing, or more like projections? Either way, at least in screenshots, thats looking nice and tasteful. Good stuff.
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Irritant



Joined: 19 May 2008
Posts: 115
Location: Maryland

PostPosted: Thu Jun 24, 2010 1:19 pm    Post subject: Reply with quote

scar3crow wrote:
Irritant - Are those soft shadows shadowmaps, shadow volumes with some post processing, or more like projections? Either way, at least in screenshots, thats looking nice and tasteful. Good stuff.


The shadows cast by dynamic light are all done using shadowmaps and blurred in the shader, the shadows cast by worldlights are cast using stencil volumes and a post-process gaussian blur shader.
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luzagodom



Joined: 25 Jun 2010
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PostPosted: Mon Jun 28, 2010 1:39 am    Post subject: Reply with quote

Now,I am working on a international trade company,I stay here for internship
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Wed Jun 30, 2010 6:07 pm    Post subject: Reply with quote

lol international {SPAMBOT} trade company!
I stay here for spambot internship...

on topic:
nice work Irritant! Maybe u can chalk up a basic IQM loader tut?
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Wed Jun 30, 2010 11:28 pm    Post subject: Reply with quote

id like to see a good tutorial for this IQM iv never heard of it till now...
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Jul 01, 2010 12:06 am    Post subject: Reply with quote

All you need is here.
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Thu Jul 01, 2010 12:45 am    Post subject: Reply with quote

I have been working On prime.

http://www.moddb.com/games/primepsp1/news/prime-is-still-kicking
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Irritant



Joined: 19 May 2008
Posts: 115
Location: Maryland

PostPosted: Thu Jul 01, 2010 3:30 am    Post subject: Reply with quote

r00k wrote:
lol international {SPAMBOT} trade company!
I stay here for spambot internship...

on topic:
nice work Irritant! Maybe u can chalk up a basic IQM loader tut?


For a basic render, check the SDK that Leilei mentions, but be warned, it's written in C++, and requires some massaging to get into a quake based engine.

In my engine I have the majority of everything in http://svn.icculus.org/alienarena/trunk/source/ref_gl/r_iqm.c?revision=1851&view=markup

There is a bit of placeholder items, and some incomplete things yet, but it can at least give some clues and probably easier to migrate to another quake based engine. You can also look into Darkplaces for a straight C version as well, but I'm not sure how completed that is, if it renders yet or not.
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