@Nickelbawker:
I've really been struggling in deciding what route I should take in regards to graphical appearance, because there are advanced things I want to do, but I love 'classic' Quake as well (which is much less time intensive as well). Right off the bat I'll tell you nothing will look as crisp and clean as Crysis, I don't have the time for that (acquiring skill = time, so really I should say I don't have the skill for that lol).
This is how it's gone so far:
1) Keep it all faithful.
2) Go high-res/high-poly/high-tech.
3) Make a faithful version and follow up with a high-tech version.
4) Make a Q3-comparable graphical version and forget the faithful version.
Number 4 is where I'm at now. I'm going to try my best to stay on the fine line between faithful and super fancy. Right in the middle. Modeling that shambler (still not done) has convinced me this is the right choice, because of all the great ideas people have recommended on how to make it more 'spooky' so to speak, so it will be in MD3 format with special texture effects and a higher poly count (but nothing ridiculously high).
What that means: all models have to be dressed up again (not a problem, after repeating this process a dozen times I'm getting fairly quick at it), and it will have to be based on an advanced engine (I want to incorporate better sprites for muzzleflashes, colored lighting, better models, custom crosshairs, hmap2 compiled outdoor maps with terrain, CSQC, and especially particle effects). I want to get some creature design going before returning to the weapons, because that's getting pretty stale (been dicking with weapons for a long time, I need to focus on other areas of the project for a while).
However, I still really want to make a clean faithful mod, so that's in the works as a side project. I'll release details on that at a later stage.
Thanks for your interest man, this has been a difficult journey in directing this project the way I want it to go, I hope to finalize some of the details and hit the ground running now.
I've really been struggling in deciding what route I should take in regards to graphical appearance, because there are advanced things I want to do, but I love 'classic' Quake as well (which is much less time intensive as well). Right off the bat I'll tell you nothing will look as crisp and clean as Crysis, I don't have the time for that (acquiring skill = time, so really I should say I don't have the skill for that lol).
This is how it's gone so far:
1) Keep it all faithful.
2) Go high-res/high-poly/high-tech.
3) Make a faithful version and follow up with a high-tech version.
4) Make a Q3-comparable graphical version and forget the faithful version.
Number 4 is where I'm at now. I'm going to try my best to stay on the fine line between faithful and super fancy. Right in the middle. Modeling that shambler (still not done) has convinced me this is the right choice, because of all the great ideas people have recommended on how to make it more 'spooky' so to speak, so it will be in MD3 format with special texture effects and a higher poly count (but nothing ridiculously high).
What that means: all models have to be dressed up again (not a problem, after repeating this process a dozen times I'm getting fairly quick at it), and it will have to be based on an advanced engine (I want to incorporate better sprites for muzzleflashes, colored lighting, better models, custom crosshairs, hmap2 compiled outdoor maps with terrain, CSQC, and especially particle effects). I want to get some creature design going before returning to the weapons, because that's getting pretty stale (been dicking with weapons for a long time, I need to focus on other areas of the project for a while).
However, I still really want to make a clean faithful mod, so that's in the works as a side project. I'll release details on that at a later stage.
Thanks for your interest man, this has been a difficult journey in directing this project the way I want it to go, I hope to finalize some of the details and hit the ground running now.
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