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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Mon Apr 12, 2010 2:35 am Post subject: |
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As a side project, I've been trying to separate and group some of the vanilla QC into sensible .qc files... well, at least what seems sensible to me
For instance...
I've separated each weapon into it's own .qc file (w_axe.qc / w_shotgun.qc / w_rocketlauncher.qc / and so on)
All weapon controls (W_BestWeapon, W_Attack, and what not) and precached sounds/models are now in weaponscontrol.qc
And I moved all light stuff to a lights.qc file... including all the lightstyle prcaches, which are now in a function called LightStyles_Precache.
I've noticed there are blocks of code that are used over and over again. I want to create functions that can be used in place of the redundant code.
Along the way I wish to also to target some simple minor things... such as bleeding walls.
I guess my goal here is to group everything together so that I don't have to go searching for things. And to streamline things a bit as well. Maybe add a few new things as well. Ultimately creating a new and fresh code base.
If anyone has some ideas or suggestions please speak up.
What are some things that can/should be added?
*Useful tools... such as ReboVec by Dr. Shadowborg
*Modular/Versatile Functions
*Maybe some "canned" things that people struggle with.
Thanks in advance! _________________ Good God! You shot my leg off! |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon Apr 12, 2010 4:29 am Post subject: |
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Eventually, that gets baked into a normal map, right? |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Mon Apr 12, 2010 12:07 pm Post subject: |
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It's already a normal map on low poly... _________________ zbang! |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon Apr 12, 2010 10:56 pm Post subject: |
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Ah. I'm not familiar with creating art, so when you said "sculpt", you threw me off a bit. My bad, thanks. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Tue Apr 13, 2010 4:25 am Post subject: |
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I think if you lost the tail and the shoulderblade-blades and the hair it would make more sense why he's carrying a gun.
But the texture looks awesome!
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Tue Apr 13, 2010 5:37 am Post subject: |
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What's the name of those lizard people from Land of The Lost?
That's what that last image reminds me of! _________________ Good God! You shot my leg off! |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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negke
Joined: 16 Apr 2008 Posts: 56
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Posted: Tue Apr 13, 2010 5:23 pm Post subject: |
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Haha, good memories. At first glance, it looked as if they were holding musical instruments...
jim: Good model, though I prefer r00k's idea. I would keep the tail, however. It's good for a melee attack (perhaps attach one of the blade things). |
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Tue Apr 13, 2010 6:31 pm Post subject: |
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Well, I've used so much time on sculpting, I don't want to redo it. So I'm not going to change the character anatomy anymore. Maybe if this had been said earlier. Anyway I wanted it to have 4 arms. First I thought all arms would have hands and fingers, but that didn't really feel like it would add anything interesting to the gameplay. Thought spiked arms would have more effect on the gameplay.
Maybe it's unnatural, but a little unnaturality is ok... like on Starship Troopers there's the giant bugs, but in reality that big bugs would asphyxiate on the planets they were encountered. No need for machineguns then.
I admit that the upper arms and the hair create some difficulties on creating clothes and armour for the character. But I'm sure it'll be possible to create even a whole body covering space suit.
Well, I've soon completed the sculpting, so I'll post some pics later tonight.
Meanwhile you can watch this http://www.youtube.com/watch?v=nzD35xLek9Q  _________________ zbang! |
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SamUK
Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Wed Apr 14, 2010 4:25 am Post subject: |
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I was just kidding, really. And those latest pics are great! |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Wed Apr 14, 2010 4:54 am Post subject: |
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Looks pretty damn good. Never stop. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Wed Apr 14, 2010 8:53 pm Post subject: |
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jim wrote: | I think the map could have some more detail, if PSP can handle that? Floor grates, ceiling beams & supports, wall panels, pipes, vents? |
If the props are MDL's the PSP can render them significantly faster. Only problem is, at least for me, that Radiant refuses to work on my machine, and I heard you can see MDL's in the 3D view. Can anybody help me out? |
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