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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Jul 31, 2010 9:34 am Post subject: |
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DOWNLOADING!!!! |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sat Jul 31, 2010 6:40 pm Post subject: Re: Metal Cube |
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Chip wrote: | 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. |
very cool looking shader effect chip _________________ QuakeDB - Quake ModDB Group |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Sat Jul 31, 2010 7:53 pm Post subject: Re: Metal Cube |
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ceriux wrote: | Chip wrote: | 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. |
very cool looking shader effect chip |
Thanks, I'm working on it! _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Mon Aug 02, 2010 5:56 pm Post subject: |
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I have not been working on anything at all. I play Minecraft some these days, but mostly I am working (50+ hour weeks) and spending my free time with my wife (the free time is very little). Hopefully after these long weeks have ended and work eases up, I can get into gaming some more again, and pay more attention to the very forums which got me this job in the first place. _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Tue Aug 03, 2010 4:34 am Post subject: |
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Ugh! Yes! _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Fri Aug 06, 2010 11:16 pm Post subject: Muzzleflash! |
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I've had this muzzleflash desire for a long time, and after a couple of hours of tweaking, I managed to come up with some cool stuff.
If you look closely, you may notice some random sparks. I've watched some real weapons' muzzleflash videos, and I've documented myself regarding the speed and colour and I can shamelessly say, it looks perfect.
I will have a video pretty soon, I need to get a proper gun first.
/me goes off wondering where's that 3D modeler... _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Sat Aug 07, 2010 1:32 am Post subject: |
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I bet an alternate version of that could be used for explosions as well.
Nice gun barrel flash, Chip! _________________ Good God! You shot my leg off! |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Sat Aug 07, 2010 10:11 am Post subject: |
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Junrall wrote: | I bet an alternate version of that could be used for explosions as well. |
Could be, but there's lot of work ahead! I'll keep everyone posted with the progress. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Sat Aug 07, 2010 11:59 am Post subject: |
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DrS, those map shots look good, but one thing that I noticed is the three lights on the weapon model lining up perfectly parallel to the window border. That looks weird, since the weapon is at an angle, I'd expect that the back of it would be angled sllightly away from the player, but it's perfectly parallel. That looks slightly unnatural, but I guess that's just the way Quake does things.
Also, shouldn't the blood be on the sharp side of the blade?  _________________ ReMakeQuake
The Realm of Blog Magic |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Aug 07, 2010 2:38 pm Post subject: |
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goldenboy wrote: | DrS, those map shots look good, but one thing that I noticed is the three lights on the weapon model lining up perfectly parallel to the window border. That looks weird, since the weapon is at an angle, I'd expect that the back of it would be angled sllightly away from the player, but it's perfectly parallel. That looks slightly unnatural, but I guess that's just the way Quake does things.
Also, shouldn't the blood be on the sharp side of the blade?  |
Light / window perspectives are indeed caused by quake. It looks better ingame.
That's not blood actually, more like a bit of rust / paint.
Ceriux was the one who made the model for me, I just did the indicator lights, muzzleflash, and animations. _________________ "Roboto suggests Plasma Bazooka." |
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franqutrass

Joined: 30 Dec 2009 Posts: 22 Location: peru
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Posted: Sun Aug 08, 2010 12:04 am Post subject: |
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I am working on a game made with Qfusion engine.
these are the pictures of my progress:
sorry that some images were exaggerated the effects of brightness to be understood. _________________ hello |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sun Aug 08, 2010 2:12 pm Post subject: |
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That looks pretty cool! (Except for the bloom) _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Aug 09, 2010 6:31 pm Post subject: |
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Why is everyone always dissing bloom?
Anyway, looks cool! What's the game about? _________________ Look out for Twigboy |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Mon Aug 09, 2010 6:51 pm Post subject: |
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Urre wrote: | Why is everyone always dissing bloom?
Anyway, looks cool! What's the game about? |
Doesn't look OK both with bloom and celshading style. My opinion. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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