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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby toneddu2000 » Mon Jun 04, 2018 11:47 am

. Julius should be happy now :lol:
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Fri Jun 08, 2018 5:30 pm

sub surface scattering for bsp



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Re: What are you working on?

Postby toneddu2000 » Fri Jun 08, 2018 9:36 pm

Very very cool effect Barnes. Small hint: place a very bright light near the crystals, so SSS will be more intense and cooler at look
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Sun Jun 10, 2018 4:22 pm

update


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Re: What are you working on?

Postby toneddu2000 » Sun Jun 10, 2018 6:07 pm

Better, definately. Very cool effect. Do you think you'll make a video someday to see the effect in action(even a gif would be ok)? :biggrin:

[TO THE ADMINISTRATORS]:this forum is litteraly falling apart. It's 2 days that I'm trying to send a PM to a user but the message remains in the Outbox folder
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Mon Jun 11, 2018 9:51 am

If I'm not lazy, I'll write it out tonight.
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Re: What are you working on?

Postby Dr. Shadowborg » Mon Jun 11, 2018 4:39 pm

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Re: What are you working on?

Postby toneddu2000 » Mon Jun 11, 2018 5:18 pm

- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Dr. Shadowborg » Mon Jun 11, 2018 5:30 pm

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Re: What are you working on?

Postby toneddu2000 » Mon Jun 11, 2018 5:34 pm

Yeah, for "now" it's working I mean that, yersterday night, message was sent. Weirdly, I replied to the message, but, this time, it immediately went to the Sent folder :shock:
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Dr. Shadowborg » Mon Jun 11, 2018 5:44 pm

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Re: What are you working on?

Postby toneddu2000 » Mon Jun 11, 2018 5:47 pm

ah, that could be an explanation, thanks
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Dr. Shadowborg » Mon Jun 11, 2018 9:42 pm

More from scratch texture work, coupled with some prefabbing for later use. I'm using Q2BSP format here. I messed up a bit on the screen ceiling texture, the center parts are rectangular, so I'll have to remake the texture. I used a q3a-style shader to get the screen mesh working right, along with trans and window surfaceflags.

The flourotubes were an experiment, smaller fullbright light emitting brush (light surfaceflag) inside of a larger brush with trans33 set. Actual fluorescent light tubes will either be just the smaller internal light emitting brush, or a model in the future. This effect does appear to work well for funky glowing crystals, and should work for plasma tubes / reactor cores / etc.

For some reason, this shot makes me think of quake mixed with unreal.

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Re: What are you working on?

Postby frag.machine » Tue Jun 12, 2018 12:39 am

Yeah the weird wall angles are unreal-y. BTW I am replaying Unreal right now, and it is funny how it can look more advanced than Quake in some aspects (visual effects that would appear only with Quake 3 shaders) but also more primitive in others (the lack of detail in map geometry is jarring compared even with stock Quake first episode, let alone a modern map from say AD). The artwork quality is very uneven, some textures are very detailed but others look like a 7-yo work using MS Paint.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby toneddu2000 » Tue Jun 12, 2018 8:54 am

@Dr. Shadowborg: I like wall and grid textures, floor it's also ok. I'd make more detail on pillars and remake from scratch the doors (they seem made of wood instead of metal). Lights are cool imo.
Don't know if it could help you but I released almost on GitHub for craFTEr project, maybe they could be used as placeholder or layout. They're all 2048x2048 in PSD format so you can tinker with layers and stuff
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