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Quake Expo Finds

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FrikaC

Site Admin

Posts: 1019

Joined: Fri Oct 08, 2004 11:19 pm

Post Mon Jul 17, 2006 10:23 pm

Quake Expo Finds

The Quake Expo is always vast. I thought it might be cool for people to post / comment about things they've seen at the expo here. One rule though, you can't pimp your own stuff.

Right now it's just opened, so there's not much there yet, but I'm really interested in that Quake Hot Pants thing. It's an interesting little teaser. Also Preach's mapgen mod sounds really cool.
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LordHavoc

Posts: 295

Joined: Fri Nov 05, 2004 3:12 am

Location: western Oregon, USA

Post Tue Jul 18, 2006 5:04 am

Re: Quake Expo Finds

That ingame terrain/map editing thingy that Daemon is showing pics of looks fun...
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than

Posts: 15

Joined: Sun Jan 22, 2006 7:41 am

Post Wed Jul 19, 2006 11:21 am

the q2 water pic on the main page looks pretty prime... couldn't find more shots of it on their booth though :/
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spamalam

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Posts: 31

Joined: Mon Jul 10, 2006 7:15 am

Post Thu Jul 20, 2006 4:54 am

Re: Quake Expo Finds

LordHavoc wrote:That ingame terrain/map editing thingy that Daemon is showing pics of looks fun...


Legend of Zelda map?!?!?

/me foams at the mouth

http://www.quakeexpo.com/booth.php?id=49
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Lardarse

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Posts: 266

Joined: Sat Nov 05, 2005 1:58 pm

Location: Bristol, UK

Post Thu Jul 20, 2006 10:18 am

The map generator that Preach is working on sounds really good.
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Entar

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Posts: 439

Joined: Fri Nov 05, 2004 7:27 pm

Location: At my computer

Post Thu Jul 20, 2006 10:05 pm

CocoT's Infrared mod looks sweet! It's one of those rare types of games that's terribly simple, but put together in creative and challenging ways to make the player really love to play it. :D

Can't wait.
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ajay

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Posts: 471

Joined: Fri Oct 29, 2004 6:44 am

Location: Swindon, UK

Post Sat Jul 22, 2006 1:02 pm

QuakeMatt's stuff looks really interesting, too busy watching the Tour atm but next week I'll get to play with this stuff
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Entar

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Posts: 439

Joined: Fri Nov 05, 2004 7:27 pm

Location: At my computer

Post Wed Jul 26, 2006 12:36 am

I too look forward to whatever comes from QuakeMatt. He has great stuff, and I especially want to get my hands on Panzer.
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Quake Matt

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Posts: 129

Joined: Sun Jun 05, 2005 9:59 pm

Post Wed Jul 26, 2006 9:51 pm

Entar: You'll be pleased to know that I'm uploading Panzer as I write this! Thanks for the kind words!

The Quake 10 Year Project's got my attention at the moment, if only because it's got parallax mapping. I love me some parallax mapping (it's the most complex shader effect I can program myself)!

http://www.quakeexpo.com/booth.php?id=107

Of course, there's some fine looking maps floating around too. I wish I could make things like these:

http://www.quakeexpo.com/booth.php?id=53
http://www.quakeexpo.com/booth.php?id=15
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Sajt

Posts: 1216

Joined: Sat Oct 16, 2004 3:39 am

Post Thu Jul 27, 2006 12:38 am

*Relief* mapping :)
Parallax mapping looks like crap at any angle more than 5 degrees off perpendicular.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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FrikaC

Site Admin

Posts: 1019

Joined: Fri Oct 08, 2004 11:19 pm

Post Thu Jul 27, 2006 8:12 am

Oh what a relief it is!
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Quake Matt

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Posts: 129

Joined: Sun Jun 05, 2005 9:59 pm

Post Thu Jul 27, 2006 11:02 am

Well, close enough. I think all forms of virtual displacement mapping look great, and I'd like to see them used more in games. Parallax mapping can look good if it's done right, too.
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spamalam

User avatar

Posts: 31

Joined: Mon Jul 10, 2006 7:15 am

Post Thu Jul 27, 2006 1:28 pm

Image

:shock: :shock: :shock:

I can't wait to see that in action :)
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HeadThump

Posts: 74

Joined: Sun May 14, 2006 3:21 pm

Location: Zin

Post Fri Jul 28, 2006 1:53 am

:D

Hey, I recognize that pic. The response to my booth has been pretty overwhelming for me, now I feel obligated to complete it, though I believe screenshot captures are an underappreciated and complete art in themselves . . .

Thanks, Spamalam and QMatt -- and right back at you. I wished I could write highly useful physics libraries. I have just started to really get my hands dirty programming in QC, Gyro will be an integral part of the larger episode that Mortisville is a part of; in the release later in August, I plan to use Gyro for one weapon, a variation on the lavaball gun using a custom model of mine http://img92.imageshack.us/img92/2806/railgun9aw.jpg
(disregard where it says, rail gun, it is a lava gun now) to give it better 'push' when targets gets hit.
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leileilol

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Posts: 2398

Joined: Fri Oct 15, 2004 3:23 am

Post Fri Jul 28, 2006 4:10 am

looks like you're using an outdated darkplaces though :\
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