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Commit Graph
28 Commits (1dac28079499566cd109659588e5977058d867ff)
Author
SHA1
Message
Date
Nico de Poel
1dac280794
Changed speed modifier for core part of rocket explosion to a curve, which looks better
5 years ago
Nico de Poel
612dbca12a
Improved particle trail management: instead of instantiating many tiny particle effects for each segment of the trail, instantiate a single particle trail effect and attach it to the entity. The particle system is made looping and simulates in world space, to have it create a proper trail. Particle trails are destroyed with a delay when detached from their entity, so that the particles have the time to finish their simulation.
5 years ago
Nico de Poel
4c648a1f5a
First version of particle trail, supporting rocket trail, smoke trail and blood trail.
5 years ago
Nico de Poel
3e83559b6f
Renamed style files and directories, now that the structure has crystallized somewhat
5 years ago
Nico de Poel
852878765b
Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects.
5 years ago
Nico de Poel
c41003a6ed
First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right.
5 years ago
Nico de Poel
d44e75c620
Implemented the color mapped explosion effect introduced by the Rogue expansion pack
5 years ago
Nico de Poel
c5122fa2ea
Further tweaked particle explosion and used a curve speed modifier to more closely match the look of the original Quake effect
5 years ago
Nico de Poel
232564a411
Tweaked lava splash to look more closely like the Quake original effect
5 years ago
Nico de Poel
3077ccf1e1
Emulated the particle scale hack performed by QuakeSpasm by slightly increasing the start size of each particle (1.08 x 1.27 = 1.38) and by setting a minimum particle screen size.
5 years ago
Nico de Poel
827a504356
Redrawn particle sprite with higher hardness value (97) for a sharper edge, which makes them resemble the mathematically generated ones from QuakeSpasm more closely, as well as making them appear larger. Scaled back down the particle size settings to compensate.
5 years ago
Nico de Poel
ecdc9d1f0e
Disabled mipmapping on particle sprite so that it gets a very sharp and defined look, similar to QuakeSpasm.
5 years ago
Nico de Poel
3bbd3f8a4e
Scaled up particles even further, which now seems to match the size of QuakeSpasm pretty well
5 years ago
Nico de Poel
e321160e45
Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better.
5 years ago
Nico de Poel
cd4ee6cba7
Reworked native-to-managed interface to particle effects, to group together similar types of effects and distinguish them using an enum. This reduces the need for a ton of similar-looking overloads and all of the callback delegate boilerplate that comes along with it.
5 years ago
Nico de Poel
946b8572d4
Recreated the teleport splash particle effect
5 years ago
Nico de Poel
5e607f4239
Added implementation of generic "run particle effect", which is used for things like blood effects and bullet wall impacts. Also tweaked the setup of particle rendering to be more in line with QuakeSpasm, though I'll need to do a good A/B comparison sometime.
5 years ago
Nico de Poel
d5d54188c9
Moved particle render queue to one before Transparent, so that they get rendered before the transparent water. Fixes particles drawing on top of water, which looked wrong.
5 years ago
Nico de Poel
b25f2a54a9
Added a first version of the particle explosion effect, reconstructed using Unity's particle system as close to Quake's original particles as I can right now.
5 years ago
Nico de Poel
f0bda1fcb1
Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies.
5 years ago
Nico de Poel
fc051df6da
Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code).
5 years ago
Nico de Poel
fcc41b0154
Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look.
5 years ago
Nico de Poel
2460110525
First experimental shader using lightmaps, based on URP's Unlit shader. Needed to change the project's Color Space to Gamma for the lightmapped output to look correct.
5 years ago
Nico de Poel
05a4de89a1
Minor things that have accumulated over time
5 years ago
Nico de Poel
d73d86ce11
Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
Also includes some first bits of particle systems. Not actually used yet.
5 years ago
Nico de Poel
b3175ebb3b
Reworked visual style setup, reducing entity materials to just one material for both alias models and brush models, and turning material creation into a separate step. This makes it more obvious when new materials are created, and allows for more potential customization in sub-classes.
5 years ago
Nico de Poel
0073dddfb1
Enable _EMISSION keyword on materials included in the standard visual style. Fixes fullbright emissive textures not appearing correctly in standalone builds.
5 years ago
Nico de Poel
e4903ca391
Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles.
5 years ago