Search found 231 matches

by motorsep
Tue Jul 08, 2014 6:38 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 29155

Re: Doom3 shadow optimization

The shadow-mapping in RB BFG seems to have more shadow map samples at default that a typical commercial release, but he has the luxury of not needing to care about the low-end. I haven't played with it but have you tried lowering the sample taps? Lol, you want for your mod / game to play as many pe...
by motorsep
Tue Jul 08, 2014 1:25 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 29155

Re: Doom3 shadow optimization

Well, according to Mr "Robert Beckebans" the entire renderer from BFG was ported to vanilla Doom 3 for his commercial project. Though that still doesn't tell you whether you need to throw out some vanilla map\asset\script etc features to get it working... (So the word possible may be rela...
by motorsep
Tue Jul 08, 2014 1:19 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 29155

Re: Doom3 shadow optimization

I read that doom3 BFG uses the rage engine? And was released as a tribute to doom's 25th anniversary ? Old engine wouldn't work on consoles. And idTech 5 is designed to run on consoles and PC alike. So to bring Doom 3 to modern consoles, and to release some of the idTech 5 to the public (I bet JC k...
by motorsep
Thu Jul 03, 2014 9:06 pm
Forum: Modeling
Topic: How can I make Quake's texture WAD and MDL in 2014 ?
Replies: 7
Views: 6431

Re: How can I make Quake's texture WAD and MDL in 2014 ?

What about QuakeForge ? I downloaded a tool pack, and it has some WAD tool in there (.exe). Have you tried that one?
by motorsep
Thu Jul 03, 2014 5:32 pm
Forum: General Discussion
Topic: QuakeForge 0.7.0 released.
Replies: 27
Views: 8146

Re: QuakeForge 0.7.0 released.

Does Quake MDL Blender add-on work with 2.69 and 2.71+ ?
by motorsep
Thu Jul 03, 2014 5:30 pm
Forum: Modeling
Topic: How can I make Quake's texture WAD and MDL in 2014 ?
Replies: 7
Views: 6431

Re: How can I make Quake's texture WAD and MDL in 2014 ?

Ok, it seems like there is an add-on for Blender http://wiki.blender.org/index.php/Exten ... /Quake_mdl
Will check it out.

Now just need some current WAD tool.
by motorsep
Thu Jul 03, 2014 4:59 pm
Forum: Modeling
Topic: How can I make Quake's texture WAD and MDL in 2014 ?
Replies: 7
Views: 6431

How can I make Quake's texture WAD and MDL in 2014 ?

So I have this idea of making use of TrenchBroom 1.1 (before "new arch" branch gets support for Doom 3 and released) into quick block out level editor for Doom 3. Converting quake 1 map into doom 3 map is not an issue (or at least it doesn't appear to be an issue at this moment). The issue...
by motorsep
Mon Jun 30, 2014 2:09 am
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 5755

Re: QuakeC framework for indie projects

I think you are missing the point. Framework is not needed to just build off it. It's needed so people could make "quake" an release it commercially. Build up some cash and evolve codebase by hiring a programmer or researching the subject on their own. Having bare bone framework isn't gonn...
by motorsep
Sun Jun 29, 2014 1:50 pm
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 5755

Re: QuakeC framework for indie projects

That's why I think it should be modernized Quake framework. People, especially the ones who don't code, can build upon it, and showcase their work to attract programming talent to their team. Also, Quake's code is quite simple, so programmers who haven't modded Quake (surprise - most programmers I'v...
by motorsep
Sun Jun 29, 2014 2:51 am
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 5755

Re: QuakeC framework for indie projects

Well, my initial idea was to grab Quake's QC code, clean one (1.06 by Tremor), add proper weapon system (animation wise), csqc HUD, csqc effects (particles, shells, etc.) to offload networking bandwidth, menu QC (since it's a separate .dat in can remain non-gpl), adjust animation system to use IQM m...
by motorsep
Sat Jun 28, 2014 5:59 pm
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 5755

Re: QuakeC framework for indie projects

No joke hogsy :roll: We've developed and released Steel Storm 3 years ago, and that's when I wished there was a framework. The main issue is menu QC having no doc, csqc having no docs. Anyhow, tutorials / docs are welcomed by programmers. However, indies who are artists would benefit from out of the...
by motorsep
Sat Jun 28, 2014 2:37 am
Forum: General Discussion
Topic: QuakeC framework for indie projects
Replies: 21
Views: 5755

Re: QuakeC framework for indie projects

tutorials aren't gonna replace solid and working framework.
by motorsep
Wed Jun 25, 2014 10:47 pm
Forum: Project Showcase
Topic: [FTE][in production] Scout's Journey
Replies: 36
Views: 22485

Re: [FTE][in production] Scout's Journey

What are "setpieces" ?

Do you have screenshots of parts of your levels made with modular pieces?

I wonder if you stumbled upon any art dump from games that use modular geometry for level design (except UT3) ?
by motorsep
Wed Jun 25, 2014 8:55 pm
Forum: Project Showcase
Topic: [FTE][in production] Scout's Journey
Replies: 36
Views: 22485

Re: [FTE][in production] Scout's Journey

Have you tried making modular pieces?
by motorsep
Wed Jun 25, 2014 8:04 pm
Forum: Project Showcase
Topic: [FTE][in production] Scout's Journey
Replies: 36
Views: 22485

Re: [FTE][in production] Scout's Journey

Caulk blocks light, so if these is slight precision loss, you will get artifacts on the walls (slotches, spotting, etc.) because mesh ends up slightly inside caulk wall. That's the experience I had with q3map2. The way I make maps is blocking layout with brushes, using base texturing on them and add...