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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Mon May 24, 2010 11:12 pm Post subject: |
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It goes in glsl/default.glsl and unfortunetly it is a post process, meaning it runs after everything is render out. So I can't only have it effect player models. _________________ http://www.giffe-bin.net/ |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Mon May 24, 2010 11:52 pm Post subject: |
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quake/glsl/default.glsl? |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Tue May 25, 2010 12:13 am Post subject: |
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r00k wrote: | quake/glsl/default.glsl? |
id1/glsl/default.glsl
You can generate a default.glsl by typing r_glsl_dumpshader in console.
EDIT:
And Sajt I didn't use the fresnel effect, I used the Sobel edge detection method in the post process fragment shader to find all edges and darken them. Edges are any point where the color changes. It runs the filter on the whole image. Just like if you ran the sobel filter on gimp. _________________ http://www.giffe-bin.net/ |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Tue May 25, 2010 7:44 am Post subject: |
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GiffE: I bet he meant leileilol
Sajt: awesome! I want shaders like that too. _________________ Look out for Twigboy |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Tue May 25, 2010 9:24 am Post subject: |
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Yes, I was referring to leileilol's image. _________________ 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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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Tue May 25, 2010 8:58 pm Post subject: |
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unfortunately my shader apparently requires pixel shader 3 hardware , which makes me feel guilty and dirty _________________
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Wed May 26, 2010 3:01 am Post subject: |
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Finally got off my butt and got cracking on the new hellsmash machinegun model.
http://tlb.quakedev.com/hsmash/shots/new_machinegun.jpg
Still animating and need to do a few things for the skin, probably be mostly done with it by tomorrow. _________________ "Roboto suggests Plasma Bazooka." |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Wed May 26, 2010 4:33 am Post subject: |
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Looks okay so far, still a little bit jumbly. But why are you redoing the machinegun model? Was the old one ripped from somewhere or something? _________________ 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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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Wed May 26, 2010 4:51 am Post subject: |
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Sajt wrote: | Looks okay so far, still a little bit jumbly. But why are you redoing the machinegun model? Was the old one ripped from somewhere or something? |
Multiple reasons, none of which had to do with it being ripped from somewhere.
Top three reason list:
1. I got tired of looking at the old model. (not that I hated the old model or anything)
2. I wanted to try and experiment with some changes to the weapons / item system, see if it can be improved / simplified / streamlined. (playing some metroid games are partially at fault for this.)
3. HellsmashTF!
Even if I decide to scrap the whole idea altogether though, it never hurts to have plenty of decent looking models lying around for other projects...  _________________ "Roboto suggests Plasma Bazooka." |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Wed May 26, 2010 5:00 am Post subject: |
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True!
So, in response to #2, does that mean that you'll be able to find add-ons or modifications to your weapons in the game? (I also don't get #3 as a reason for redoing the model?)
Yes, I liked the old model, although a new model that's good is still good! Just wondering why you're redoing it. I guess #1 answered that. _________________ 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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Zylyx_
Joined: 05 Dec 2007 Posts: 111 Location: scotland, uk
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Posted: Wed May 26, 2010 11:20 am Post subject: |
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@DrShadowBorg: Your MG looks like it was inspired by the marine MG from Natural Selection. Which is a good thing .
Anyways, all this shader stuff looks totally rad. I'm still pushing my way through the OpenGL orange book at the moment, but I'll hopefully post some shaders up here soon! _________________ ....noodle... |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Thu May 27, 2010 5:59 pm Post subject: |
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Sajt wrote: | True!
So, in response to #2, does that mean that you'll be able to find add-ons or modifications to your weapons in the game? (I also don't get #3 as a reason for redoing the model?)
Yes, I liked the old model, although a new model that's good is still good! Just wondering why you're redoing it. I guess #1 answered that. |
With this experiment, the machinegun is the only gun that upgrades. You find launcher upgrades (machinegun starts with weak grunt launcher, you can find the shotgun launcher, grenade launcher, and stake launcher upgrades), and a rail / plasma gun upgrade throughout the game. (eliminating the shotgun, plasma rifle, and stakegun from the lineup, keeping blaster, dynamite, smartgrenades and adding the OmegaStrike, the shotgun jump would be retained though)
The other gameplay dynamic this experiment involves is something someone suggested on the stealth gameplay thread in regards to offering a smaller, higher quality lineup of levels that players can go straight to and play in any order. Indeed, if you're feeling particularly masochistic (or badass, depending on how good you are), you could even skip all the levels, and go straight to the final boss map with no weapons other than the blaster, basic machinegun, dynamite, smartgrenades and no powerups.
As regards #3, I need two machineguns (three actually, but one doesn't count because it only appears on one class), one that I can give to the lighter classes without reservation, and one that the heavier classes can use. _________________ "Roboto suggests Plasma Bazooka." |
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gnounc

Joined: 06 Apr 2009 Posts: 120
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Posted: Fri May 28, 2010 8:51 am Post subject: |
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Awesome. I love challenges that aren't explicitly called out like that.
Where there's no achievement to earn, its not built into the level,
nobody expects or demands you to do it, or even mentions that its possible (in game, not talking about this thread)
its just open for you to go "yes I think I AM that badass *takes blaster and heads for door".
So in a word, I'm excited. |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Sun May 30, 2010 8:58 pm Post subject: |
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Testing screenshots from eq0101, primarily testing the molotovs in-game.
The case of molotovs; ammo pick up
Carrying a molotov waiting to light and throw it
Lighting it up
Throwing it
In the midst of this fighting, you can see the middle enemy is on fire.. _________________ my site |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Jun 01, 2010 5:33 am Post subject: |
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ajay, that is cool looking. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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