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Irritant



Joined: 19 May 2008
Posts: 115
Location: Maryland

PostPosted: Tue Jul 13, 2010 3:57 am    Post subject: Skeletal model fun. Reply with quote

Some skeletal model fun Smile

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

PostPosted: Tue Jul 13, 2010 4:43 am    Post subject: Reply with quote

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

PostPosted: Tue Jul 13, 2010 1:42 pm    Post subject: Reply with quote

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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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Wed Jul 14, 2010 9:35 pm    Post subject: Reply with quote

Two tiny, buggy, incomplete, awesome screenies from my ChipQuake.


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ceriux



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

PostPosted: Thu Jul 15, 2010 12:04 pm    Post subject: Reply with quote

looks pretty cool chip keep it up =)
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GiffE



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

PostPosted: Thu Jul 15, 2010 8:42 pm    Post subject: Reply with quote

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
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PostPosted: Thu Jul 15, 2010 9:51 pm    Post subject: Reply with quote

http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

^ Grass rendering Surprised
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GiffE



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

PostPosted: Thu Jul 15, 2010 11:47 pm    Post subject: Reply with quote

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

^ Grass rendering Surprised


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
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PostPosted: Fri Jul 16, 2010 1:52 am    Post subject: Reply with quote

GiffE wrote:
Downsider wrote:
http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

^ Grass rendering Surprised


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

PostPosted: Mon Jul 19, 2010 3:32 am    Post subject: Reply with quote

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

PostPosted: Mon Jul 19, 2010 1:19 pm    Post subject: Reply with quote

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
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PostPosted: Mon Jul 19, 2010 3:07 pm    Post subject: Reply with quote

i do it. generally thats how i learn to code .
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Tue Jul 27, 2010 1:28 pm    Post subject: Metal Cube Reply with quote

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

PostPosted: Thu Jul 29, 2010 6:54 pm    Post subject: Version 7.45 released... Reply with quote

Released! http://red.planetarena.org




video - http://www.youtube.com/watch?v=dgXCBpJT6H0
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CocoT



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

PostPosted: Fri Jul 30, 2010 4:28 am    Post subject: Reply with quote

Wow, that looks amazing, Irritant!
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