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Showing results for tags 'quake'.
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Slipgate Tactics is turn based tactics game about Slipgate marines squad in Quake 1 settings. Demo can be downloaded here: https://dreikblack.itch.io/slipgate-tactics Features: No randomness for actions Dedicated Movement Points for flanking or dodging damage from a front 4 Action Points can be used for few actions, blocking damage or as Movement Points Gibbing enemies gives Will Points which can be used for extra Action Points Special actions for all weapons like nailing an enemy to the floor Pushing enemy to an obstacles to do extra damage Relatively low health and armor values Enemies do their turn simultaneously Marines also can move simultaneously Couple tricky secrets to find on the main demo level Demo level is not canon and shows how Quake 1 looks like in another genre. Made with Ultra Engine. Quake model animations are not supported yet by the engine so Marines are always looking holding axes in their hands for now Turn based tactics in Quake 1 settings. ORIGINAL POST: Quake Tactics (early 2D prototype). Made this with Ultra App Kit. Will swtich to Ultra Engine as soon as it will be possible for me to buy the subscription. Quake Tactics is my fan uncommercial game about Slipgate marines squad before Quake 1 events. In terms of gameplay my goal is to make something between such games as Into the Breach and XCOM.
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Error: Failed to load texture "progs/s_explod.spr" rerelase pak0.pak Quad model loads without errors in a console in this example #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create framebuffer auto framebuffer = CreateFramebuffer(window); auto plg = LoadPlugin("Plugins/FITextureLoader"); auto quakeLoaderPlugin = LoadPlugin("Plugins/QuakeLoader"); WString path = AppDir(); auto pak = LoadPackage(path + "/PAK0.PAK"); //Create world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -4); //Create a light auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); light->SetColor(2); auto box = CreateBox(world, 1); auto pixmap = CreatePixmap(100, 100); pixmap->Fill(Vec4(0.5f, 0.5f, 0.5f, 1.0f)); auto texture = LoadTexture("progs/s_explod.spr"); auto model = LoadModel(world, "progs/quaddama.mdl"); auto material = CreateMaterial(); material->SetTexture(texture); material->SetShadow(false); material->SetTransparent(true); //Create sprite auto sprite = CreateSprite(world, 10, 10); sprite->SetPosition(0, 0, 0); sprite->SetMaterial(material); box->SetMaterial(material); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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Is that possible to use Quake font from Quake pak in Ultra? Found "conchars" file without format in gfx.wad but have no idea what can i do with that, I have a strong feeling of seeing something like that long time ago but can't find it. Currently i'm using quake-like font from the internet but in game it looks much better and supports few languages in rerelease version. I think it's the only Quake thing left that i'm not using from the Quake pak archive.
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No problem with models but LoadSound returns null (and works for sounds outside an archive). In the asset editor sounds can be loaded. #include "UltraEngine.h" #include "Components/CameraControls.hpp" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); auto quakeLoaderPlugin = LoadPlugin("Plugins/QuakeLoader"); //Load model WString path = AppDir(); auto pak = LoadPackage(path + "/PAK0.PAK"); ChangeDir(path); auto model = LoadModel(world, "progs/quaddama.mdl"); model->Turn(0, 180, 0, true); auto soundPath = WString("sound/misc/water2.waw"); auto sound = LoadSound(soundPath); sound->Play(); //Environment maps auto specmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/specular.dds"); auto diffmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/diffuse.dds"); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_BACKGROUND); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 1); camera->SetPosition(model->GetBounds().center); camera->Move(0, 0, -0.3); camera->SetRange(0.01, 100); camera->SetFov(70); camera->AddPostEffect(LoadPostEffect("Shaders/PostEffects/FXAA.json")); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(1.2); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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Quick update on what is happening so far. Lately I have not had as much time to work in substance painter because I have been busy, however in my spare time I have been working on refining the base material which I will use to apply to the numerous textures I have created as part of the scifi collection. Little tweaks here and there mainly to make the results a little more pleasing and less noisy. Above I have tweaked a majority of the masks for rust as well as surface detail variations so that the metal is not too noisy/bumpy. Also reduced some of the height of the peeling paint details since they were sticking out a little too much before. Before it was beginning to look like the paint had been applied in a layer that was 5mm thick. In addition, I added a darker, heavier dust layer which is mainly isolated to the bigger crevices and cracks. I did this mainly to add more depth and make the panels stick out more. Also added details for rivets and "aluminum" pieces. Still need to do some work with variating the dark metal surfaces a bit more though. The brighter metal parts came out good and I am happy with them. Last thing on the list will be to clean up the master material file and make editing paint colors, base metal colors, etc. much easier so that I do not have to poke through the layer stack each time I want to change something. I will do this through anchor points and having "proxy layers" at the very bottom of the layer stack that do not impact the final look of the texture but instead serve as makeshift color selectors. I also still need to add a few more different materials such as rubber, for the textures that include hoses or related parts. Stay tuned.
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Quick update... Work is pretty much complete on nearly all of the highpoly models of the wall textures... Just a few more to create and bake out in Xnormal and then I will be able to start making the color ID maps. I expect to have the ID maps done sometime by the beginning of the week after next week. Total number of textures stands at 201, after taking into account some of the walls having minor detail variants. Below shows a few snapshots of the my most recent work:
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- 3ds max
- hard surface
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Took a break from 3d modeling work for the past few days, decided to play around with lighting and other effects in 3ds max to get a general sense of what types of environment/moods can be created. I made a material with some emissive maps and applied it to my simple cube scene, thought I would post it since it turned out pretty cool (3ds max rendering): More to come later on...
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Progress Update + Planning For Next Steps
TWahl posted a blog entry in Work in Progress - Scifi PBR Media
As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker. Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so): Finish modeling wall textures (30 ish to go). Finish modeling a few detail textures. Create material ID maps for all wall/detail textures (60+ to go). Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion This will save me immense amounts of time with the texture painting process, and also allows me to add even more variant maps (paint colors, rust, cleanliness etc). Create modular environments in 3ds max using floor/wall/trim/detail textures that will fit on a common grid size Will likely have to model/bake additional greeble textures for this step, although this will be simple and not time consuming as I can splice the existing high poly models I have available. This will allow me to cannibalize some details and spend as little time modeling from scratch as possible. Pipes, structural elements, etc. Create props crates, desks, canisters, infectious growths, lighting elements, blood decals, doors with animations, etc.