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Screenshots of what you're doing. - Printable Version

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RE: Screenshots of what you're doing. - Maddin - 08-10-2013

Humans have abstrusely ideas... Big Grin


RE: Screenshots of what you're doing. - CuBe0wL - 09-17-2013

[Image: 75eeb6hk3tkyg8kfx1ba_thumb.jpg] [Image: wip5ret1e4zjfli2qyo7_thumb.jpg]
[Image: bvabrv973jdaonafyd8m_thumb.jpg] [Image: phb7alt6chzdofdwoch4_thumb.jpg]


RE: Screenshots of what you're doing. - MirceaKitsune - 09-17-2013

(09-17-2013, 02:15 AM)C.Brutail Wrote: Images

That looks very pretty! I'd like to see the idea used in a default map at some point.


RE: Screenshots of what you're doing. - Lee_Stricklin - 09-17-2013

(09-17-2013, 02:15 AM)C.Brutail Wrote: Another quote of images

Wooaahh. That looks awesome. btw, I think if a tutorial map was ever done, I think that would be an excellent aesthetic to follow.


RE: Screenshots of what you're doing. - Cyber Killer - 09-23-2013

The screenshots by C.Brutail remind me of Darwinia (in a very positive way).


RE: Screenshots of what you're doing. - frostwyrm333 - 09-24-2013

now I want to see neon flowers everywhere


RE: Screenshots of what you're doing. - machine! - 10-15-2013

[Image: phd67cg.png]


RE: Screenshots of what you're doing. - aa - 10-28-2013

[Image: 0_bc1ba_5a90c5e3_XL.jpg]
[Image: 0_bc1bb_44605344_XXL.jpg]
[Image: 0_bc1bc_778a20b3_XL.jpg]

Thanks to CuBe0wl and PYROGXPILOT for help with the model.


RE: Screenshots of what you're doing. - poVoq - 10-28-2013

Some sort of orange sewer channel? Looks cool though.


RE: Screenshots of what you're doing. - aa - 10-28-2013

Not orange, its only the lighting...

The texture is kinda placeholderish and shitish... Will soon make a better looking one.


RE: Screenshots of what you're doing. - Justin - 11-02-2013

Finally modeling in other software and exporting to netradiant. I had difficulties with UVW mapping but finally I figured that out. Morphed: Check this out! Big Grin
[Image: models22.jpg]
It's not for visuals for now...


RE: Screenshots of what you're doing. - Majki - 11-02-2013

GJ Justin.


RE: Screenshots of what you're doing. - aa - 11-02-2013

so xonotik fuckin awesomly amazing...


RE: Screenshots of what you're doing. - Maddin - 11-03-2013

Finally! Justin, you´ve done a great job!

But which software are you using?


RE: Screenshots of what you're doing. - Maddin - 11-14-2013

Creating some animated models lately. The low impact on performance seems to be worth the effort. Big Grin

[Image: Screenshot%20from%202013-11-14%2018%3A03%3A30_thumb.png]


RE: Screenshots of what you're doing. - Justin - 11-15-2013

Oh. Man! I saw this! Great models. Is the performance impact realy low as you say? Let's say someone puts 10 of these in one spot - how that would change fps? Will you post animation somewhere on forums?


RE: Screenshots of what you're doing. - Maddin - 11-16-2013

I´ll probably make some benchmarking report of animated models, static models and their (dis)advantages to BSP structure. So far I tested a model with 512 polygons animating over reflective water with other general structure (including static models and patch meshes) around it and I got around 100 frames per second at all settings maxed out. I´m using a nVidia GTX660 and an AMD Athlon II X3 455 at 3x3,3GHz. So my hardware is not the best but not the worst either.

Regarding animations: I´m not sure if a tutorial will follow soon but you can expect at least something...


RE: Screenshots of what you're doing. - tZork - 11-17-2013

Nice, i guess theres been some changed to the engine since i tried that last then. The problem with animated models is they need to be entity models (and thus its have no impact on the BSP structure whatsoever... nitpick ; ) to work, and every entity has a small performance penalty of its won. Thats usually no biggy, but with things like vegetation where 1000+ units can be called for, it can give you a noticeable impact at times. One thing taht does IIRC clientmodel's can be animated, so you can possibly use _lod models to "turn off" animations for far away objects.

One thing worth testing is using a vertex rather than bone based animation model format (such as .md3). dp does have some clever code to speed up that sort of animation, and as far as i can see vertex based animation's would be quite enough for this use.

Anyways, interesting stuff; looking forward to what will come of it.


RE: Screenshots of what you're doing. - Justin - 11-23-2013

Playing with models:
[Image: model1.jpg]
A litlle bump for this thread and mappers. Be creative!


RE: Screenshots of what you're doing. - rocknroll237 - 11-23-2013

(11-23-2013, 12:23 PM)Justin Wrote: Playing with models:
https://dl.dropboxusercontent.com/u/90490112/model1.jpg
A litlle bump for this thread and mappers. Be creative!

Looking good!


RE: Screenshots of what you're doing. - aa - 11-23-2013

(11-23-2013, 12:23 PM)Justin Wrote: Playing with models:
[img]https://dl.dropboxusercontent.com/u/90490112/model1.jpg[
A litlle bump for this thread and mappers. Be creative!

hm?


RE: Screenshots of what you're doing. - Samual - 12-21-2013

[Image: qtIGDLg.jpg]


RE: Screenshots of what you're doing. - aa - 12-22-2013

Awesome. Looking forward to built in GPS in the android version.

PS. Where are the settings, btw? In Settings window?


RE: Screenshots of what you're doing. - Maddin - 12-22-2013

Shiny! Great work Samual! This really simplifies the Profile´s menu.

Are the settings now moved to the right direction? Wink


RE: Screenshots of what you're doing. - Samual - 12-23-2013

Yup ^_^ http://imgur.com/a/Jj8Xz