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 1 
 on: Today at 10:22:20 pm 
Started by swizzler - Last post by swizzler
I'm working on a map for a LAN party, and I am trying to figure out if it's possible to create a shader that is translucent/transparent but goes opaque when viewed from a distance away.

I know this is possible in the source engine with a shader property that is used in window portals, but as far as I could find ioquake doesn't have window portals. (window portals are different than normal portals, they just make the window texture non-transparent at a set distance)


Not final brush/texture work, but this is what I have so far.

 2 
 on: Today at 06:55:29 pm 
Started by Neon_Knight - Last post by fromhell
Is there something wrong with placing colored arrow decals in maps?  They'd probably need some shader remap trickery for dominations though

 3 
 on: Today at 06:53:02 pm 
Started by Gig - Last post by fromhell
C) i'm an artist, so naturally i'd design and model a new thing of a new design.

and C isn't happening immediately.  I kind of have to forget i saw that comparison screenshot


(also the old model isn't even in OA3 anyway)

 4 
 on: Today at 10:34:59 am 
Started by Neon_Knight - Last post by Neon_Knight
OK, so here's the context:

One of the most recent commits removed the Shuffle function. The reason for its removal, according to Sago, is that it can overflow the network stack and cause the game to crash if used online.

However, Shuffle was a highly requested and is a widely used feature of 0.8.8. So I've created this pull-request with the Shuffle function's code, so a solution can be found to its problems.

This thread is open to discuss possible solutions so Shuffle can be re-implemented AND SHOULD BE USED FOR THAT.

 5 
 on: Today at 10:06:11 am 
Started by Gig - Last post by Gig
My proposal was just a slight recolor of existing models, something which should require very little effort.
no
Okay... but then, what do you plan?
A) Update the models design
B) Keep everything as is

(No haste, just to understand...)

 6 
 on: Today at 02:23:00 am 
Started by Gig - Last post by fromhell
My proposal was just a slight recolor of existing models, something which should require very little effort.
no

 7 
 on: December 08, 2018, 02:09:13 pm 
Started by Gig - Last post by Neon_Knight
In Overload, TA uses a different model. I guess it's just a matter of knowing which models are loaded in Harvester mode and which models in Overload.

 8 
 on: December 08, 2018, 01:45:29 pm 
Started by Gig - Last post by Gig
My proposal was just a slight recolor of existing models, something which should require very little effort.

If you feel to do something more noticeable also in terms of shape, for me it's ok... but keep in mind that at the moment some maps use the "obelisk" (skull generator/receptacle model, not the Overload model) also as "flag basement" for flag-based modes.
Hence, the new models should still look good also with a flag over them, otherwise the gamecode should remove them in some flag-based modes (I can guess they should be still there in 1FCTF mode... but the skull generator should not interfere with the neutral flag).

 9 
 on: December 08, 2018, 01:30:18 pm 
Started by Gig - Last post by Neon_Knight
I agree. In fact, for OA3, at least for the Harvester mode (the bases are fine as both flagbases in the CTF games and as the Obelisk base in Overload), the obelisks could be more noticeable. Here's a comparison.



Of course, the idea is NOT to copy them, but to create something with the same level of identification as "important item receptacle/generator", as key objective differentiation is an important component of many gametypes.

Problem is, I've tried to create several ASE designs, and none of them were worthy of replacing our current bases. u.u Here's where we could use concept art. Sad

 10 
 on: December 08, 2018, 04:37:14 am 
Started by enotovski - Last post by Neon_Knight
D/Ling.

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