Title: Slipgate Items! (is he dead? no- he's just not breathing.) Post by: Tabun 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 (http://www.planetquake.com/tabun/pics/slip_items1.jpg) Title: Re: Slipgate Items! Post by: ConfusedUs on 2003-07-28, 20:58 mmm, tasty!
=) Title: Re: Slipgate Items! Post by: ReBoOt on 2003-07-28, 21:45 Looks good as always Tabun! :thumb:
just a suggestion make the "cross" glow red on the Megahealth, like on the other health box you've made. Title: Re: Slipgate Items! Post by: Phoenix 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
Title: Re: Slipgate Items! Post by: Tabun 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. Title: Re: Slipgate Items! Post by: Phoenix 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 (http://www.planetquake.com/wirehead/phoenix/pics/oldfps.jpg) New Framerate (http://www.planetquake.com/wirehead/phoenix/pics/newfps.jpg) 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! :beer: Title: Re: Slipgate Items! Post by: ConfusedUs on 2003-07-30, 08:46 Yay pho! I think this deserves it's own thread. ;)
Title: Re: Slipgate Items! Post by: pepe on 2003-07-30, 15:54 we love pho and tab and lets not forget tab and pho for that matter
Title: Re: Slipgate Items! Post by: MoJoJoJoe 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 Title: Re: Slipgate Items! Post by: ReBoOt on 2003-07-30, 21:17 Nice pho! :)
Title: Re: Slipgate Items! Post by: ConfusedUs 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? With an onboard vid and antistropic 4x on a less than 1ghz machine? Low FPS buddy.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 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. Title: Re: Slipgate Items! Post by: Tabun 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 (http://www.planetquake.com/tabun/pics/slip_items2.jpg) These babies are out of my hands now :] Title: Re: Slipgate Items! Post by: Lilazzkicker on 2003-07-31, 14:41 Wewt! Very nice work.
Title: Re: Slipgate Items! Post by: Lightning Hunter 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 :)
Title: Re: Slipgate Items! Post by: Phoenix on 2003-08-02, 02:54 Head on over to the Generations Items thread to see these ammo boxes in place!
Title: Re: Slipgate Items! Post by: Assamite on 2003-08-05, 23:07 Just curious: Which health box corresponds to which item?
Title: Re: Slipgate Items! Post by: Tabun 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 Title: Re: Slipgate Items! Post by: Krazy-Killa on 2003-08-06, 03:04 Very nice tab, keep it up. :thumb:
Title: Re: Slipgate Items! Post by: Phoenix 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. :D
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. :) Title: Re: Slipgate Items! Post by: Thomas Mink 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. :)
:rockon: Title: Re: Slipgate Items! Post by: Dicion on 2003-08-07, 09:53 Wait...
they were different in Q1?? I thought all of em were the same?? .... shows how much i knew :P Title: Re: Slipgate Items! Post by: Thomas Mink on 2003-08-07, 10:24 The 25s in Q1 had a small blinking light in the corner. Other than that, they looked EXACTLY the same. Made it quite hard to decide which health box you were about to pick up... :)
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