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Irritant Joined: 19 May 2008 Posts: 115 Location: Maryland |

Posted: Tue Jul 13, 2010 3:57 am Post subject: Skeletal model fun. |

Some skeletal model fun First, players now actually bend at the waist to look down and up, instead of rotating the entire model. Yay. And, just for fun, a comparison between the old, horrendous .md2 format and the new .iqm format. It's hard to believe those are the same model, just exported to different formats. .md2 SUCKS. BAD.
More to come....
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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Jul 13, 2010 4:43 am Post subject: |

So glad I stopped using QMDL for my games. Even exporting is easier now <3

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

Posted: Tue Jul 13, 2010 1:42 pm Post subject: |

Error wrote:
so will there be a pc version of solitude or no?

That video was the darkplaces version. It won't look the best graphically as it's using the same content running on the PSP build.
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Working on Solitude

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Wed Jul 14, 2010 9:35 pm Post subject: |

Two tiny, buggy, incomplete, awesome screenies from my ChipQuake. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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

Posted: Thu Jul 15, 2010 12:04 pm Post subject: |

looks pretty cool chip keep it up =) _________________ QuakeDB - Quake ModDB Group

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

Posted: Thu Jul 15, 2010 8:42 pm Post subject: |

Quake Dog playing in the grass. Just screwing around with the q3map_fur, I would like to know a more realistic way of making the grass. (I don't need a whole lot of it, just needs be tall enough and efficient enough to fill in your average indoor room size)
The q3map_fur while it does have an impact, its not terrible when its in a smaller room.
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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Jul 15, 2010 9:51 pm Post subject: |

http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html ^ Grass rendering

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

Posted: Thu Jul 15, 2010 11:47 pm Post subject: |

Downsider wrote:
http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html ^ Grass rendering

Yea I wish I could get an in engine foliage rendering using glsl like the gpu gems article, but I don't have much ability in making engine edits to DP.
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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Fri Jul 16, 2010 1:52 am Post subject: |

GiffE wrote:

Downsider wrote:
http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html ^ Grass rendering

Yea I wish I could get an in engine foliage rendering using glsl like the gpu gems article, but I don't have much ability in making engine edits to DP.

You could do it in CSQC with models, though. Just arrange the grass in the format the article suggests. Then you can make it less dense further out via CSQC to reduce stress.

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

Posted: Mon Jul 19, 2010 3:32 am Post subject: |

Well, I'm still slowly plugging away at QCPad... and when I say slowly, I mean sssllooooooowly! I have a few outdoor home projects that are huge and taking up most of all my time. Some of the time that I do have at night I put into QCPad... which is usually about four hours a week...
Anyways...
I've been looking through the code and know that there are things I could have and/or want to do different/cleaner. Also, am not entirely happy with the layout. This version of QCPad is what I've considered "exploratory"... to see how difficult it would be to create.
I'm at a point that I'm getting ready to start fresh again and use some of the old QCPad code base as my "stepping stone" towards a cleaner version.
Just curious...
Who here uses this "exploratory" type of programming?
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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Mon Jul 19, 2010 1:19 pm Post subject: |

Junrall wrote:
Just curious... Who here uses this "exploratory" type of programming?

Sometimes when I don't know how to do something in PHP or even QuakeC recently, I do this "exploratory" type of programming. When I reach my goal, I rewrite everything and optimize my code and that's it.
I may revisit it a while later to see it with fresh eyes and optimize it even more.
This was offtopic.
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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Jul 19, 2010 3:07 pm Post subject: |

i do it. generally thats how i learn to code . _________________ QuakeDB - Quake ModDB Group

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Tue Jul 27, 2010 1:28 pm Post subject: Metal Cube |

http://vimeo.com/13672707 Metal effects in ChipQuake. I'm testing all materials I'll ever need in the game, such as metal, glass, paint, concrete and several more. Looks pretty, but it's ugly up close, so I'll be playing with it for a couple of days.
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Irritant Joined: 19 May 2008 Posts: 115 Location: Maryland |

Posted: Thu Jul 29, 2010 6:54 pm Post subject: Version 7.45 released... |

Released! http://red.planetarena.org video - http://www.youtube.com/watch?v=dgXCBpJT6H0 _________________ http://red.planetarena.org - Alien Arena

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Fri Jul 30, 2010 4:28 am Post subject: |

Wow, that looks amazing, Irritant! _________________ http://www.planetcocot.net/

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