Search found 924 matches
- Fri Jun 27, 2014 11:06 pm
- Forum: General Discussion
- Topic: stupid idea
- Replies: 26
- Views: 6613
Re: stupid idea
Instead with quakec is simple, very simple to create a game Wait a minute. I don't think so. Creating a 3D game from scratch is hard, especially when you're not familiar with programming. And programming is the easiest part of it. You make it sound as if C++ was this extremely obscure, hardcore pro...
- Fri Jun 27, 2014 3:25 pm
- Forum: General Discussion
- Topic: stupid idea
- Replies: 26
- Views: 6613
Re: stupid idea
Why? I'm not sure Quake's levels would run very well in idtech4, the vis mechanism is rather different. You'd have to modify them to work well. I'm also not sure if Doom 3 does lightmaps at all, so you would lose the lighting. The AI works differently in Doom 3. It would be a better bet to just port...
- Thu Jun 26, 2014 1:39 am
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 22124
Re: [FTE][in production] Scout's Journey
A setpiece is a unique piece of environment, often a large one, that the player will remember and that lends a sense of place to the level. In Marcher Fortress for example, the famous outdoor part of the fortress that's set into the mountain is a setpiece. It's iconic and it's how people remember th...
- Wed Jun 25, 2014 10:22 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 22124
Re: [FTE][in production] Scout's Journey
Yeah. In February I made a level which used a combination of brushes and modules. Currently I'm using a modular wall set to rebuild one of my older brush-based levels. In the future, I plan to build the remaining levels using largely modules. I also have stuff like modular wall supports, sets of sta...
- Wed Jun 25, 2014 8:42 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 22124
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. Oh, I misunderstood you. Yeah, the caulk faces shouldn't cover the lit faces of the mesh...
- Wed Jun 25, 2014 7:36 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 22124
Re: [FTE][in production] Scout's Journey
You know you can turn brush work into "detail" or into func_wall and would functionally become a "model" that doesn't affect vis ? Of course. I want to move away from brushes for the environment, though. I was pondering the idea of making levels in Blender, but it seems like a d...
- Wed Jun 25, 2014 6:34 pm
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 22124
Re: [FTE][in production] Scout's Journey
Yeah, I started doing that this year. Especially since FTE got mesh collision. Build the environment in Blender, ideally from modules because it saves work in the long run. Re-use tiling textures wherever possible; this allows you to keep the apparent texture resolution high (by making the UV space ...
- Tue Jun 24, 2014 10:20 pm
- Forum: General Discussion
- Topic: QuakeC framework for indie projects
- Replies: 21
- Views: 5749
Re: QuakeC framework for indie projects
Why did you choose FTE vs DP for your project? (just curious) I had worked with Spike briefly during the previous project (Remake Quake) where he added CSQC support to that engine and provided all kinds of helpful feedback. When I dropped out, I initially ported some of my levels to the QFusion eng...
- Tue Jun 24, 2014 9:22 pm
- Forum: General Discussion
- Topic: QuakeC framework for indie projects
- Replies: 21
- Views: 5749
Re: QuakeC framework for indie projects
Yes, one of my goals with my current game is to establish a solid technological base to build future games on. The codebase is called "Salvatrix." I'm writing the code with an eye on keeping it easy to read and modify. Salvatrix has common RPG features (quests, skill tree, random loot etc....
- Thu Jun 19, 2014 4:20 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123354
Re: What are you working on?
There's something bugging me with that weapon texture gb, but I'm not sure. Maybe it's the whole back body completely red. Imo you could add some metal stripes to make few variants to the red texture. Does it become bright when it fires? If it does, it's an awesome effect! I like the "antennas...
- Thu Jun 19, 2014 1:31 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123354
Re: What are you working on?
lol @ leilei :mrgreen: I have to admit I made this model in Blender, too, so it doesn't have the fully original front-and-back projection thing. 320x200 is almost high-res. We're not having any of that here. I packed the UVs pretty tightly though so I guess it actually uses more than the 128x128 pix...
- Thu Jun 19, 2014 1:09 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123354
Re: What are you working on?
https://spawnhost.files.wordpress.com/2014/06/fte-20140619022536-01.jpg?w=640 https://spawnhost.files.wordpress.com/2014/06/fte-20140619022511-01.jpg?w=640 https://spawnhost.files.wordpress.com/2014/06/fte-20140619013655-01.jpg?w=640 Can't believe I'm doing Quake modding. This was for Spike's porta...
- Wed Jun 18, 2014 5:27 pm
- Forum: Quake Events
- Topic: Expo 2014
- Replies: 53
- Views: 44453
Re: Expo 2014
If Radiant had a near-realtime lighting preview mode (ie loading lightmaps) and a setup wizard, it could be more attractive. Most people who try to install Radiant get frustrated before they ever start mapping. A lot of the time, the editor doesn't find the textures, for instance. Stupid configurati...
- Tue Jun 17, 2014 4:13 pm
- Forum: Quake Events
- Topic: Expo 2014
- Replies: 53
- Views: 44453
Re: Expo 2014
I'm thinking about really attractive stuff, like working hand in hand with indie developers who want to work with a Quake1/2/3 engine, kickstarter projects, contests people actually want to enter and participate in, coding jams streamed online, fun activities/projects that involve Quake in a modern...
- Tue Jun 17, 2014 2:20 pm
- Forum: Project Showcase
- Topic: [Storm Engine 2][dev] Phaeton
- Replies: 22
- Views: 14748
Re: [Storm Engine 2][dev] Phaeton
Seems like a nice idtech4 engine, good work folks.
Good luck with the game motorsep.
Good luck with the game motorsep.