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 on: April 24, 2018, 09:23:01 am 
Started by cheb - Last post by cheb
Oh, I will!

Probably next week, as making skies for [that other game] is urgent.
For now, implemented: q3 compatible cube map output (but not reading!), layer groups, solid color layers  ccool

For the future... I think, why not *distortion* layer blending modes, like lens effects? Because it all works in 3d vector space anyway.
Also, I haven't implemented layer masks yet.

Note the bottommost sprite, wrapped more than halfway around the sky. The max angle for a square sprite is 254 degrees!  giggity

P.S. Also forgot: the option to mirror the sprite or cubemap; the option to force non-native aspect ratio on a sprite

 on: April 22, 2018, 12:51:37 pm 
Started by cheb - Last post by Gig
Looking forward for seeing a map of yours!  Smiley

 on: April 22, 2018, 10:10:00 am 
Started by cheb - Last post by cheb
Groan. I spent so much time debugging. It drank so much of my blood  grouch

All because I mistyped *twice* when implementing this rotation matrix in my code:

And it *almost* worked. Most of the time. Until I applied the roll angle.

I'm spent.  sick

 on: April 21, 2018, 12:26:05 pm 
Started by cheb - Last post by cheb
..almost... there... [falls down exhausted]  sick

Basic functionality *does* work now, only works with sphere maps, supporting all layer blend modes. See tomorrow: actual useful functionality, like output to cubemaps, layer types for actual planting sprites of arbitrary size and orientation into the sphere, layer types for functions like curves, blur/unsharp mask, constant color layers, et cetera.

Here: combining two arbitrary photos treating them like they were sphere maps.




 on: April 20, 2018, 11:59:53 am 
Started by cheb - Last post by cheb
Yea. Embarrassed

Anyways, almost made it work, copied a picture 1:1 (with R and B swapped - why, oh God, why) and then began crashing on each run with weird error messages. Im worn out, would continue tomorrow. punched

P.S. A case of delayed shooting myself in the foot.
ImagingJpeg.pas had following conditionals:
{$IF Defined(FPC) and Defined(PASJPEG)}
  { When using FPC's pasjpeg in FPC the channel order is BGR instead of RGB}
where {$DEFINE RGBSWAPPED} was commented out  grouch
So *of course* it was loading jpegs - and only jpegs - with r and b swapped  Angry
I have a sinking suspicion I know the idiot who commented that out. I see him every day in the mirror.  Lips Sealed

 on: April 20, 2018, 04:19:04 am 
Started by cheb - Last post by Gig
it's about saving the innocent minds, bro!
If you are talking to Fromhell, I think you should say "sis". ^_^

 on: April 20, 2018, 02:04:54 am 
Started by cheb - Last post by cheb
Aha! So it *is* possible!  Smiley

But... B̵̖͍̻̗͚̺l̴̼̲̦͍͙̖e̴̢̮̻͎̺͜n̵͈̮͎͖͔͜d̷̘̥͓̘͖͕e̷̡̤̫͔̻̗ŗ̶̝͚͔͇̺! [shudders] Sad The interface made by Chthulhu in Hell! I was as afraid touching it 10 years ago as I am now. I only managed to make a single sphere-mapped sphere md3 by following a step-by-step tutorial on YouTube, and only because time was essential. Because learning the md3 format specification, then coding a sphere generator that generated the required md3 field-by-field would be more intuitive and less taxing on my sanity.  grouch

I stand by my project because anything that lets people do things while avoiding Blender is a must. It's not about choice, it's about saving the innocent minds, bro!

 on: April 19, 2018, 07:11:45 pm 
Started by cheb - Last post by fromhell
My current skybox-making technique is this in Blender:

- make a cube and uvmap that cube to the 6 skybox textures
- make a duplicate of that cube
- subdivide the cube
- spherify the cube in a shape key
- make another UV layer on your "cube" (read: it looks like a sphere at this point). Uvmap out some hemispheres on a new single texture
- paint on new single texture
- refresh your skybox images by 0'ing the shape key and rendering the sphere cube to the cube you made before

 on: April 19, 2018, 03:13:20 am 
Started by cheb - Last post by cheb
Hi, guys  punched
I was working on a mod for [some proprietary game] and it made me realize how human-friendly spherical projection is when working with skyboxes. Unless the angle is too up or down (in the range of +/-30 degrees it's fine I'd say) moving hills and mountains in The GIMP up and down, left and right is very easy and convenient.

So. Keeping in mind the appaling lack of GPL tools to work with cube maps, and corresponding dearth of OA skies, I began working on what I call a skybox composer. I wanted to present a finished product here, but it is slow going - involves tons ov trigonometry which I am a total noob at. Enough to say, I liked math back in school but my grade was always around 3..3+ (C). I have very goood intuitive understanding, but formulae... Argh.

It would be a small but powerful thing, taking a text definition file and a bunch of images and composing them into a sphere or cube map. A bit like command-line Photoshop, if you like. There would be layers, layer groups with blend modes, layer masks and all that jazz. All in about two thousand lines of source code.

The application (besides making skies for [that other game]) would allow for easily maintained and modified skyboxes. For instance, you'd be able to put planets, nebulae or other sprites at arbitrary angles, scales and rotations - and they would be projected correctly. And it keeps the separation of sources (images) and compiled result (the output cubemap) for ease of future modifications!

The license is LGPL as dictated by the image library I use (which is licensed under MPL 1.1 / alternatively LGPL). The application would have a GUI version (for easier re-run with one click) and, maybe, built-in OpenGL viewer of results (later), as well as a command-line version for both Windows and Linux (and, possibly, arm/Raspberry Pi 3). Cool features would include selective Gaussian blur in an up to 270-degree cone (leave a last will to your great-grandkids to see it completing its run).

I hope I'd be able to present an unfinished barebones prototype in a few days. The principles are really too easy. But the math! Argh.  Vector this, matrix that, multiply them how... Angry

 on: April 13, 2018, 02:14:45 pm 
Started by Neon_Knight - Last post by carca55gr1nd3r
Have looked to my OA projects I want to offer for the map pack and have count up to 6 maps.
// If Q3A Redux works are allowed
Remakes and tributes are allowed in the mappack (, however I would suggest do to dot exceed in their number, as "original" maps are preferred.
What do you mean with "Q3A Redux"?

Redux is meaning redo or new version, that is related to that is my version of q3dm17: I have try to rebuild it new from the scratch. That was an experiment to me to learn some mapping techniques that ends into a result I don't want put into the trashcan.

But of course the layout is stolen from the original one and I have tried to be close as possible to the original one.

So in the end that map is q3dm17 ...

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