#401 posted by Jaromir83 on 2013/08/23 19:12:01
thousands of spectators, wow. I knew it will be no problem for you (with your modding skills) to include the features, great!
DarkPlaces
#402 posted by
sock on 2013/08/26 21:05:15
rtlights + liquid shaders =
Pixel P0rn
#403 posted by
- on 2013/08/27 00:04:20
That's looking really nice
You Should Try The Heightfog
#404 posted by
Spiney on 2013/08/27 00:38:53
looks nice sock... what engine is this?
#407 posted by
sock on 2013/08/27 02:55:34
@Spiney, cool idea but I will have to see if it is possible with fog triggers. That section of the map is very high and I do not want the rest of the map to have fog at that level.
@Fifth, it is the
darkplaces engines. Lots of eye candy to play with! :) If you have any questions check quakeone or inside3d forums.
I'll Check It Out...
Though so far only directq seems to work with the surface pro due to the touchscreen.
Heightfog
#409 posted by
Spiney on 2013/08/27 13:23:26
Can be heightmapped with a texture I think, similair to terrain. I never tried that though. Fog triggers might be a nice way of doing it if it works. You might even try Q3 fog volume shaders, but I don't know if those work on Q1 bsp...
#410 posted by
Joel B on 2013/08/27 23:42:33
So sock are you just experimenting, or are you taking a real run at making a map that is targetted at DarkPlaces?
I think it would be interesting to see a map that is designed from the get-go to take advantage of DP's features. I'm sure there are already some examples out there (anyone have recommendations?) but most of the uses of DarkPlaces features that I've seen have been attempts to retrofit new media/effects into environments that were designed for vanilla Quake. Fun to play around with for a bit but not real coherent.
Just Candy
#411 posted by
sock on 2013/08/29 20:22:07
@Johnny Law, this is just an eye candy layer for people who want to use the DP engine. I find the DP engine very slow on my computer and the new particle effects jarring compared to the Fitz engines. I like the DP engine because of the real time lighting, it is shame the shader support is so simple compared to Q3.
I am not sure it would be worth trying to create a map that is a DP only. I think it would be better to use a modern engine (UDK, cryengine) because the support community is better. I spend so long trying to find documentation for DP that it went beyond my frustration level.
#412 posted by
Joel B on 2013/08/30 01:38:27
I think even an "eye candy layer" would be cool when it's designed by the person who made the environment.
CandyTime
#413 posted by
sock on 2013/08/30 05:18:34
A quick
video showing the extra visual options of the Darkplaces engine; real time lighting, custom particles and various shader effects.
Sock
#414 posted by
mfx on 2013/08/30 05:34:55
release this, my money is yours.
Man, this looks way more pornish than expected.
those Strudelteleports..
Would even pay for this to be released.!!!
Candybar Overdose
#416 posted by
sock on 2013/08/30 16:53:13
@mfx, I love how the german language mashes words together! Strudelteleporter! :)
Shadowgate (S1M1) was the first test map I created for the mod and it seemed like a good place to start with my candy bar marathon.
Guard duty in the
cave, a new
beginning and an
indoor slime pit!
#418 posted by
sock on 2013/08/30 17:14:34
@onetruepurple, do what? all the map still work perfectly fine in Fitz engines. This eye candy pass only works if the DP/FTE engine is being used. I want this mod to support more Quake engines with better specific content.
#420 posted by
Spiney on 2013/08/30 20:39:49
I think the water looks too high res compared to the rest though
It's Amazing Though How Much Those Subtle Coronas Add
#421 posted by
Spiney on 2013/08/30 20:40:52
#422 posted by
skacky on 2013/08/30 23:46:23
This is probably the only amazing use of the Darkplaces engine so far. It looks fantastic.
Had A Look At DP...
doesn't work on the windows surface pro either... so far only DirectQ works.
The touchscreen seems to mess up the mouse controls I think.
The Lighting
#424 posted by
nitin on 2013/08/31 02:20:03
in shots 1 and 3 looks rad.
Shot 1
looks like a freaking painting! Great work.