#1660 posted by adib on 2015/10/06 21:36:11
How will darkplaces deal with this md3 + mdl model you're planning?
Progressive Enhancement
#1661 posted by Preach on 2015/10/06 21:48:33
Do you purposely constrain your design so that the mdl will still look "ok"?
I wrote this article a while back and I think some of it would relate to MD3 upgrading MDL
https://tomeofpreach.wordpress.com/2012/11/19/progressive-enhancement/
The most successfully adopted features across all engines, like fog, skyboxes, external textures and alpha, all exhibit some echo of progressive enhancement, so I think it's a pattern to bear in mind.
Preach
#1662 posted by Kinn on 2015/10/06 21:54:41
That is very sensible and sound. I agree.
@adib
#1663 posted by Baker on 2015/10/07 00:11:33
If I recall, DarkPlaces uses .mdl as the file name.
And then it checks the first few bytes of the file with the name "solider.mdl" for the word "IDP3" to see if it is MD3 (or some other model format).
With Precedent
#1664 posted by Preach on 2015/10/07 00:29:37
In standard quake engines, whether something is loaded as a mdl, bsp or spr is always determined by the header, never by the file extension. In theory you can use any extension you like for anything!
But the scheme that plans to rename an md3 file with a .mdl extension does fail to have any level of backwards compatibility. Something a bit more along the line of...
progs/cultist.mdl
progs/cultist.mdl.md3
...where precaching "progs/cultist.mdl" will first try to find "progs/cultist.mdl.md3" and load that as a substitute if it's available, would work a lot better. A bit like how .lit is a separate file with a name-matching convention, so it doesn't affect old engines but takes effect automatically in new ones.
I Want A Cultist Model...
#1665 posted by generic on 2015/10/07 01:07:25
I want a cultist model now!
Hmm
#1666 posted by Preach on 2015/10/07 01:22:48
I really should go back and revisit this chap someday...
https://tomeofpreach.files.wordpress.com/2015/10/cultist.jpg
He needs a quality pass on the skin and a completed set of animations though so may take a while.
What Warren Said
#1667 posted by Skiffy on 2015/10/07 03:11:02
As I said before and Warren pointed out again... Shambler 200 triangles... Dog 600 triangles... smells suspect to say the least. I think we can all agree that the shambler was a little light back in the day. Now on a pure quality standpoint I found the rigging to be a sad sight with how it deformed back then even. But that is a discussion for another day. :)
Nice!
#1668 posted by generic on 2015/10/07 03:11:17
Give him a pump-action shotgun and some blade legs instead!
#1669 posted by Lunaran on 2015/10/07 05:17:51
They didn't have rigging at first. Kevin Cloud had to do at least some of that animation pose by pose by moving verts.
I don't know what software they used, but the original tools all only parsed Alias .TRI files, so whatever Alias's 3D package was at the time. Advanced Visualizer, maybe?
anyway, off topic
Curious
#1670 posted by Skiffy on 2015/10/07 07:06:22
Well not much excuse for bad rigging even in 1996. Soft skinning was already supported in various art packages like Maya, Softimage and hell even 3ds DOS with an early version of bones pro. Yea off topic. crazy how just improvement in the art tool pipeline can upgrade old games without changing the underlying systems.
I'm having some fun writing some GLSL shaders effects lately and i wanted to know how to apply them into QuakeSpasm. Small and fun things like Nightvision, B&W, etc. Where i can find docs on the subject?
#1672 posted by Kinn on 2015/10/08 16:58:50
Dunno, but make sure you write a shader that makes it look like software quake.
Kinn
is right... the software mode would be neat. Also make sure you get the terrible z-plane texture wobbliness.
Also
#1674 posted by Kinn on 2015/10/08 17:29:36
Making the large models (like shambler) just disappear if they get too close to the edges of the screen would be sweeeeet.
Facepalm...
#1675 posted by Skiffy on 2015/10/09 20:32:24
Some glitches can be left to the past.
Outerworld
#1676 posted by ericw on 2015/10/09 20:42:26
You could hack the gamma shader, which postprocesses the entire screen just before displaying it. See:
https://github.com/ericwa/Quakespasm/blob/master/quakespasm/Quake/gl_rmain.c#L146
Just make sure to set your gamma cvar to something other than 1, otherwise the shader isn't used.
Re: #1674
#1677 posted by metlslime on 2015/10/09 21:35:29
That bug was actually in glquake too.
Indeed It Was
#1678 posted by Kinn on 2015/10/09 22:30:24
Anyway, obviously I was being sarcastic, Skiffy.
I do however think the 8-bit colours of software Quake is a feature worth emulating if possible as an option. It's one of those things that really defined the look of Quake for me.
Yeah
#1679 posted by ijed on 2015/10/09 23:38:18
When you had to imagine what was going on between those fat pixels being splattered across the screen.
HD takes that away and sends you into a vegetative state.
Framerate
#1680 posted by nunu on 2015/10/14 06:44:08
cl_maxfps Doesnt works in Qspasm right ? Any tip to get my quake1 running at more than 70 fps ?
@nunu
#1681 posted by primal on 2015/10/14 09:17:51
Change the max fps limit to number LIMIT with this command:
host_maxfps LIMIT
Show the result on screen:
scr_showfps 1
Since you are already running at around 70 fps, you won't need to mess with vsync. The command for it is vid_vsync if you do need to.
#1682 posted by ericw on 2015/10/14 09:19:16
there's host_maxfps, but unfortunately going over 72fps can break physics (you get stuck on slopes, etc.)
Icon
#1683 posted by Rick on 2015/10/17 20:24:22
I realize this is a pretty trivial thing, but the default Quakespasm icon is almost invisible against a dark (black) Windows desktop. Maybe a second one could be added that shows up better if a desktop shortcut is created.
#1684 posted by Skiffy on 2015/10/20 14:26:19
8bit rendering would be a nice addition to emulate that is for sure. I don't know if there is a quake engine that supports it but I would love shadows on water. And has anyone considered expanding lighting to have ambient cube maps to capture light volumes instead of just sampling the bottom pixel under a monster?
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