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Author Topic: Slipgate Items! (is he dead? no- he's just not breathing.)  (Read 12514 times)
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Tabun
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« on: 2003-07-28, 20:38 »

It's been a while since you last heard from me. I was breaking my back on colouring some of Nirrad's nice lineart - you'll see, soon.
Now, I've got  a couple of slipgate items that need some skin-loving. Being the nice guy I am, I decided to get a few done ;]

here's the first few. I kept  em lean and clean - maybe if I rush a bit on them, pho can still add them for your viewing pleasure to 99c.. you never know.

http://www.planetquake.com/tabun/pics/slip_items1.jpg
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Tabun ?Morituri Nolumus Mori?
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« Reply #1 on: 2003-07-28, 20:58 »

mmm, tasty!

=)
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ReBoOt
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« Reply #2 on: 2003-07-28, 21:45 »

Looks good as always Tabun!   Thumbs up!
just a suggestion make the "cross" glow red on the Megahealth, like on the other health box you've made.
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Phoenix
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« Reply #3 on: 2003-07-29, 03:42 »

Hopefully, work fast my friend!  Those look really  good, I'd hate to have them wait until .99d.  :o  
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Tabun
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« Reply #4 on: 2003-07-29, 19:01 »

The cross on the mega-health will glow (much like the other health box) - it's all in the shaders bay-bee ;]
Also,  since this was standard issue Quakeworld practice, the medium health box will be a non-glowing (undercharged?) health pack, while the large health will glow/pulse as shown.

Pho: I'm working as fast as I can - I have the shotgun shells done, and since the small nails is very similar, I'll have that done today too - That would leave only four ammo-boxes left for slipgate. I think I can make it ;]
The armors will still have to wait for 99d, though.
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Tabun ?Morituri Nolumus Mori?
Phoenix
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« Reply #5 on: 2003-07-30, 08:45 »

Tabun:  Excellent!  I'm working on the code side of it so the wonderful ammo boxes will load.  Health will follow that.  It's plug-in with fallback to Q3 items if no custom model is available, so after I finish the code to render them I'll start batching the items into the proper paths, then tweak scale and position info.  So far as I can tell, it looks like custom ammo boxes and health are a go for .99c!

As a side note, in the process of doing this I ran into one hell of a nasty pointer problem that wasn't easy to pin down.  After fixing that I found a way to optimize the item render code, which resulted in this:

Old framerate
New Framerate

Settings are:
Athlon XP 1800+
512 MB PC2100 DDR
GF4 ti4600

1024x768 (original shots, these are scaled down to be more model friendly)
32 bit texture
high model detail
r_picmip 0
r_roundimagesdown 0
r_swapinterval 0
com_maxfps 1000
4x anisotropic

This was taken from the same spot on the same map after initial spawn.  Only differerence is code.  That's a 10% boost in theoretical FPS ceiling with a loaded screen, at least with the current settings.  How's that for ya?  I know I'm happy!  Oh how I wish I had some pomegranite juice right now!  Having a Beer
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« Reply #6 on: 2003-07-30, 08:46 »

Yay pho! I think this deserves it's own thread. Slipgate - Wink
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pepe
 

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« Reply #7 on: 2003-07-30, 15:54 »

we love pho and tab and lets not forget tab and pho for that matter
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MoJoJoJoe
 
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« Reply #8 on: 2003-07-30, 21:00 »

Sweet. Nice Tab. Too bad about the armour. And very well  done Pho 190 FPS is incredible for those settings. Nice work on the coding. How does the FPS look in alot of action? Also could you estimate my fps?

My computers settings.

Pentium 3 933 MHZ (HP)
256 SDRAM
Intel® 82810E Grahics controler (vid modes are 16 and 24 bit)

1024x768
16 bit texture
high model detail
r_picmip 0
r_roundimagesdown 0
r_swapinterval 0
com_maxfps 1000
4x anisotropic
« Last Edit: 2003-07-30, 21:09 by MoJoJoJoe » Logged
ReBoOt
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« Reply #9 on: 2003-07-30, 21:17 »

Nice pho! Slipgate - Smile
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« Reply #10 on: 2003-07-30, 21:42 »

Quote from: MoJoJoJoe
Sweet. Nice Tab. Too bad about the armour. And very well  done Pho 190 FPS is incredible for those settings. Nice work on the coding. How does the FPS look in alot of action? Also could you estimate my fps?

My computers settings.

Pentium 3 933 MHZ (HP)
256 SDRAM
Intel? 82810E Grahics controler (vid modes are 16 and 24 bit)

1024x768
16 bit texture
high model detail
r_picmip 0
r_roundimagesdown 0
r_swapinterval 0
com_maxfps 1000
4x anisotropic
With an onboard vid and antistropic 4x on a less than 1ghz machine? Low FPS buddy.

We can't estimate FPS for someone. Here's how to find out for yourself!

Start gen.
type /cg_drawfps 1
Read the number that appears in the top right corner of the screen.
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Tabun
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« Reply #11 on: 2003-07-31, 04:17 »

And here's the ammo stuff. I left the big rockets pack out, since it's quite similar to the small pack shown.

http://www.planetquake.com/tabun/pics/slip_items2.jpg

These babies are out of my hands now :]
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Tabun ?Morituri Nolumus Mori?
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« Reply #12 on: 2003-07-31, 14:41 »

Wewt! Very nice work.
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« Reply #13 on: 2003-08-01, 21:41 »

Nice Work!  All of these items look just like how I remember them from the old games, but better Slipgate - Smile
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Phoenix
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« Reply #14 on: 2003-08-02, 02:54 »

Head on over to the Generations Items thread to see these ammo boxes in place!
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« Reply #15 on: 2003-08-05, 23:07 »

Just curious: Which health box corresponds to which item?
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Tabun
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« Reply #16 on: 2003-08-06, 02:55 »

the items:

small health cube (bottom left) - tiny health
medium kit (no lights/glowing shader not 'charged') - medium health
medium kit (lights/glowing shader, 'charged') - large health
the megahealth - well.. you know this baby ;]
the rune - armor shard
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Tabun ?Morituri Nolumus Mori?
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« Reply #17 on: 2003-08-06, 03:04 »

Very nice tab, keep it up. Thumbs up!
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Phoenix
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« Reply #18 on: 2003-08-06, 08:07 »

I hope nobody minds, but I made a small edit to the "large" healthbox.  It's very hard to tell the 25 pointers away from the 15 pointers in Q1, and hence the 50 pointers from the 25 pointers in Q3 just by some lights, especially if some bloke decides to run in Vertex lighting.  Models don't shaderize past the first stage in vertex lighting so it won't light the box.  I changed the box from green to red for the 50 health point box.  I just made a color edit on the green portions.  Don't worry, I'm not going to destroy Tab's awesome skinning work here. Slipgate - Laugh

It looks really nice in game, and still has the shaderized lights on it.  It looks Q1-ish still, so hopefully none of the "purists" will bite my head off.  It also makes gameplay a bit more intuitive since you can tell them apart on the fly.   ALL of the healthboxes look killer in game.  The glass effects shader we put on the Strogg healthkits looks sweet.  I'm afraid I don't have any pics to post at the moment or I'd show you what I mean. Slipgate - Smile
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Thomas Mink
 

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« Reply #19 on: 2003-08-07, 00:24 »

I think I'm as 'purist' as it comes when it comes to Q1... and I'm all for that change, Pho. I hated the fact I couldn't decide which health box I was picking up in Q1. They just looked way too similar. So hey... more power to ya... just so long as they still have the Q1 look I won't rag on that change at all. Slipgate - Smile

HeadBanging
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