#578 posted by Spiney on 2013/04/21 15:36:53
(i also wonder if using a custom dudv map on bilinear could give you the equivalent of bicubic filtering)
Well The Bilinear + Dudv Looks The Best IMO
#579 posted by RickyT33 on 2013/04/21 16:51:48
Wow!
#580 posted by necros on 2013/04/26 15:16:10
but does it work on 64x64 textures? those examples are quite high resolution. (relative to quake anyway)
#581 posted by Spiney on 2013/04/26 23:28:24
You do have have a point with that.
Resolution doesn't really matter, but might not be appropriate for all kinds of textures, it's all about getting rid of the perfect squares by distorting with a higher res dudv map. You can have the detail texture roughly correspond to 1px boundaries (glorified dithering scheme?), but I found it tends to look better when using 2*2 blocks since with 1 px there's still some leftover blockyness. You lose some of the definition of the original that way though. I'm not sure if Quake textures are a good candidate for this since the textures tend to have very defined features. It's just about getting a less perfect cg look, something more tailored to NPR probably. Could be interesting for something like Rage to obscure some compression artifacts maybe.
Those images are just done with Photoshop's glass filter by the way, just to illustrate the point.
#582 posted by necros on 2013/04/27 02:19:53
I actually like the 'perfect squares'. I always play with nearest neighbour now, so this is definitely a 'to taste' thing.
Deathframes With Transparant Colour?
#583 posted by madfox on 2013/05/12 21:30:15
I can remember there was this fat round bimbo in Shrak, that used deathframes with the transparant colour.
It was a very strange apearance of splitting open from the centre to expand the little side it had in the middle with that colour.
In game it looked as if the monster exploded, but in the last instance it just disapeared fading in the background.
Can anyone rember this, or is it just me making it up?
Me Fool
#584 posted by madfox on 2013/05/16 19:33:39
Models can't have transparant colours.
New Model - Oscilloscope
#585 posted by Preach on 2013/06/16 21:47:24
About time for another model I think. I knocked this whole thing up today, so it's not that complex or in-depth. It's a monitor for a base themed map with a nice wave animation on the screen.
http://tomeofpreach.wordpress.com/2013/06/16/oscillator-screen/
Beep
#586 posted by madfox on 2013/06/18 04:43:06
Great model, Preach!
And totally without snow.
I'm getting jalous.
I Kinda Wish
all your models were bundled into something like Quoth for ease of use. It would be nice for some maps to use them :)
Egg And Chicken
#588 posted by Preach on 2013/06/22 16:12:09
The thought had crossed my mind. I hesitate though, because once they get added to the pak they're difficult to update. Coming up with another skin or adding extra animations is possible, but you need another patch and the old files lurk about. The waterfall is an obvious candidate for mappers to customise with a skin to fit their map - and having a standard model might discourage that in favour of making-do with the stock skins.
It gets worse if a model has a problem like a badly placed origin - as you usually can't fix that in a backwards compatible way. Seeing the models in use would allay some fears, not just these technical worries but also how useful the models are. Of course, now we are back where we started...
I will admit that lots of the models would benefit from a combined code-and-model solution, which is the kind of thing that Quoth is meat to deliver. Maybe in the short term the interesting models could be deployed in the pak, to be revisited in a later patch.
Further...
to my point I'm fairly sure that Quoth also has the ability to deploy any model for use as a decorative mesh along with any particular key frame...
I think my fanboyism for Quoth is showing through (though I haven't made a map specifically for it yet I probably will soon).
Level Editor
#590 posted by Preach on 2013/06/29 01:40:32
I decided to make a follow-up model to the oscilloscope about an hour ago. Here's the result:
http://tomeofpreach.wordpress.com/2013/06/29/levels-monitor/
Essentially it's the same monitor model with a different animation on the front. Still, it's a nice complement to the oscilloscope - a lone animated screen might stand out as too weird. If anyone has any other suggestions for screens that would be easy to animate only using polygons then post 'em so I can take a look at making them.
Preach
#591 posted by mfx on 2013/06/29 02:02:25
Apple Sucks
#592 posted by ijed on 2013/06/29 20:17:13
Just wiped out a post with ideas.
As I was saying...
I made some screen textures like this but the animation quality suffered thanks to the frame limit. So here's some ideas;
Mathematical graphs that update in real time.
Concentric c shapes that rotate.
A 3d plane that's displayed on a 2d screen.
Star field windows screen saver.
Real time render of a vat filling / emptying.
Particles moving through a schematic of pipes.
Apple Sucks
#593 posted by ijed on 2013/06/29 20:17:15
Just wiped out a post with ideas.
As I was saying...
I made some screen textures like this but the animation quality suffered thanks to the frame limit. So here's some ideas;
Mathematical graphs that update in real time.
Concentric c shapes that rotate.
A 3d plane that's displayed on a 2d screen.
Star field windows screen saver.
Real time render of a vat filling / emptying.
Particles moving through a schematic of pipes.
Fuck Apple!
#594 posted by ijed on 2013/06/29 20:20:37
Also, I'm already using a few of your meshes in an upcoming map, including the oscillator screen, so more screen is good for me :)
And I know it's a bit cheeky but I don't suppose you've got any hanging or wall climbing vines?
The level is a rubicon thing so plays heavily on red and green.
Ohmygodfuckyes
#595 posted by Drew on 2013/06/29 20:22:00
Can't wait dude, let me know if I can provide cumbersome testing.
How far along do you think?
I'm Lighting It Now
#596 posted by ijed on 2013/06/29 21:27:58
Will let you know about testing.
Vines
#597 posted by Preach on 2013/06/29 23:08:26
Yes, I do have a vine model, it was up on my old site before that died. I'd been thinking about revisiting it with more poses and maybe multiple vines per model. It seems silly to hold it back over nebulous plans like that when it would be useful immediately, so here's the post:
http://tomeofpreach.wordpress.com/2013/06/29/vines
Ooh, another question. I try to tag the tech related models on the blog with "base", so you can use the tags to filter for the kinds of model that suit your map. What would be a good tag for things like:
http://tomeofpreach.wordpress.com/2012/11/21/oval-window/
"Medieval" kind of works, but lots of things would equally suit elder-world maps, or even other non-base themes like runic metal. "Fantasy" seems a bit airy and inapt. Can anyone suggest a descriptive, punchy tag to include all quake maps which don't have a base setting?
#598 posted by necros on 2013/06/29 23:47:36
they're tags, so just give things like that both a medieval tag and a runic tag.
Catagorical
#599 posted by Preach on 2013/06/29 23:53:54
I suppose that at least maps to the existing classification system of maps - which kind of keys they have!
Preach
#600 posted by mfx on 2013/06/30 02:28:50
any key ranging from used textures (cr8), to like say puzzle, as the 768 map by negke.
quaddicted has lots of tags.
Great
#601 posted by ijed on 2013/06/30 05:56:44
They're exactly what I was looking for.
In terms of tags, I think themes is good. Whilst some things do share, we all know what 'base' is. Elder is a bit more loose, but we all know more or less what belongs there.
And tags are tags, as mentioned :)
Vineyard
#602 posted by Preach on 2013/07/01 20:11:39
Oh, and if anyone tried to download the vines but found the link was broken, it is now fixed.
|