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41
Feedback & Discussion / Re: RMQ Demo 3
« Last post by gb_remake on February 08, 2012, 09:31:33 AM »
The fireball is a bit too realistic-looking imo, it would work in some modern game but RMQ is comicky, not photorealistic, hence photorealistic explosions don't really fit.
42
Feedback & Discussion / Re: RMQ Demo 3
« Last post by ijed on February 08, 2012, 09:27:59 AM »
There's other magic as well, though we need to figure out a more comprehensive list of spells.  Particles are fine but I can imagine floor-drawn pentagrams, weird glows and lights etc. filling out the effects for the Vores and Wizard boss.

After I'm finished monkeying around with the Zombies I'll be moving on tothe Knights.  The Knights will definitely need some new vfx - not sure what just yet though.

After those I'll be onto the HyperEnforcer - and the shielded variant.  These have been waiting longer than the knights, but are a smaller task.

I'll do some thinking and get the relevant sections of the forum - Knights and Enforcer, fixed up with more detailed descriptions.

Oh, and can't see the image - why not upload it to the server?
43
Feedback & Discussion / Re: RMQ Demo 3
« Last post by Spiney on February 08, 2012, 08:03:16 AM »
Tried to make an explosion sprite from some (open) source footage (forgot the source atm, i'll quote it later), it's more fireball-like then a rocket explosion.
It was just to try out the process of creation, I packed it into a 512*1024 atlas, the two last frames are blank. Maybe it's useful to RMQ  -- deathknight projectiles?



I'll also do some lava-fall textures later on.
44
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by gb_remake on February 04, 2012, 06:40:07 PM »
The scribble cel stuff is nice, but a bit gimmicky.

I'm planning to write a blog entry about what works and what doesn't work in (Remake) Quake. The short version of it is that Quake's visuals are not photo realistic at all; they are very comicky even when you use hires replacement textures (they even bring it out more - Quake's textures look like paintings, not like photographs). Add to that the low poly models and the reliance on brushes to create environments - everything is angular and blocky. It is much more comparable to Team Fortress 2 than Crysis 2.

Realistic water etc. don't work too well in this comicky environment. I was fiddling around with a very pretty wrought iron fence texture today, and ended up dropping it (despite it being pretty) because it didn't fit with everything else. Similar problem with pretty mosaics or colorful floor tiles - it's a total mismatch in the Quake environment.



It would be reasonable to stick to the comicky appearance and make the most of it, like TF2 does.

Angular, simple, geometric, massive, comicky work well in RMQ. Brush-based detail generally looks more appropriate than fancy sprites etc.

I'm not a big fan of Quake's water surface warp, because water simply doesn't do this in real life, but a "pretty water" shader would be even less appropriate. What I would like is reflective water, though - simple reflection, possibly cubemap, nothing too fancy. Staying in the comicky realm and just adding some polish to the comic.
45
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by mh on February 04, 2012, 06:06:54 PM »
This is my current understand of this stuff: subject to change.

Warping a portion of the scene while looking into water is possible.  You'd use the stencil buffer to mask off portions of the scene that water is drawn on then capture the scene and redraw it.  That would interfere with r_shadows 1 mode which also needs to use the stencil buffer.  That's solvable by drawing all water surfaces a second time, with depth and colour writing disabled but depth testing enabled.  It needs a clear of the stencil buffer before drawing and because the stencil buffer is interleaved with the depth buffer on most hardware that can hurt performance.  The edges where the scene needs to transition from distorted to not distorted are troublesome, yes.  I'm not sure how to tackle that one.  Overall I think it wouuld be too much overhead for an effect that's not going to matter much in general gameplay.

The scribble cell idea looks nice but I don't think it would be suitable for a murky pool in an underground dungeon.

I actually have Q3A-like environment mapping coded up, tested and working, and I'm intending to use it on glass surfaces.  We currently don't have a way of properly identifying glass surfaces though...

Anything involving more general reflections involves drawing the entire scene an extra time per reflection plane (that's why games with mirrors typically have them in fairly tight areas where the reflection doesn't actually reflect very much.  Knowing this lot they'd want to use a sphere centered in a huge open arena!!!)
46
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by Spiney on February 04, 2012, 05:35:05 PM »
Throwing out some 'shader' ideas...

Since underwater screen distortion seems to work I was wondering if you could apply that to looking inside and outside the water.
I was looking down transparent water today coming from playing some newer games, and thinking how nice it would look if there would be a subtle warp perfectly synced with the water movement. When you're underwater though it's a full screen effect, so it might be difficult getting it to work on certain parts only -- distorting the buffer could cause silhouettes of objects to "bleed underneath" the water, you see that often in modern games. Probably way to heavy for RMQ, but I had some more ideas regarding reflection... one of those is a "scribble cell". That's an old 2D animator trick, thinking this could also apply on wet floors and such...
here's an explanation: http://www.biteycastle.com/blog/2006/11/scribble-cel.html

Another idea is to have a reflection texture, very fake, not a cubemap. More something that's aligned to the viewport, Q3 had those I think.
You could also use a normalmap to get more interaction into the speculars. With a single view-aligned texture that wouldn't work with xyz vectors like in a cubemap, but instead I was thinking, what if throwing out z and using x and y as horizontal/vertical offsets of the reflection texture, that should give somewhat of a similar effect.

Sorry if nothing of this is applicable and I'm just posting useless junk, I'm aware this is not Darkplaces, I just enjoy thinking up 'hacks' like these haha.
47
Feedback & Discussion / Re: General smack talk
« Last post by gb_remake on January 30, 2012, 05:58:24 PM »
Yeah.
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Feedback & Discussion / Re: General smack talk
« Last post by ijed on January 30, 2012, 05:04:30 PM »
Ah, well, we tend to update whichever doc we individually use.  I don't have radiant installed for example and know little about its formats. 

I can learn though - the def just uses the info section in the qc?
49
Feedback & Discussion / Re: General smack talk
« Last post by gb_remake on January 30, 2012, 02:48:51 PM »
It is true unfortunately. Someone needs to sit down and update both  :-\
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Feedback & Discussion / Re: General smack talk
« Last post by digs on January 30, 2012, 02:26:52 PM »
I noticed such a thing. FGD and DEF are not updated synchronously. For example, FGD has zombomb, and DEF is not. Nobody thought about what to do synchronization FGD and DEF?
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