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Which brings me to the point: I'd love to see this thing high-res textured for Rift, would anyone like to get their hands on it?
I will give it a shot if there are no takers, not a big deal, my texture skills definitely need the practice.
erm... well sure, i suppose i can try
my texturing skills are not anything amazing though!
is the model already UV-mapped or not?
Right on, thanks! Seriously, you need to give yourself some credit. Your texture on BloodShot's shotgun is immaculate. It is UV mapped, but I'm not the greatest at UV mapping, I make it work just fine for Quake palette textures because you don't notice distortion as much in those grainy textures. Depending on your method of texturing, you may want to re-do it, whatever works best for you. Also, if you see any details you think would look better in your opinion, by all means have at it. I'll send you a link to the blend file tomorrow night.
Where is some Quake of Rifts for us to partake in?
Yo dude!
I pretty much slipped through the cracks. Work has been killer, most of my down time has been either buying cool stuff for my new shotgun, sleeping, or playing rather than making games haha. Also, sorry for not getting back to you on the phone, totally forgot. I've finally gotten used to my new schedule and I'm just about ready to rock on some game-making.
Dutch! What's up, man? It's no big deal that you didn't get back to me, a little disappointing that you forgot (I'm not sure I believe that) but, no big deal overall.
Dutch! What's up, man? It's no big deal that you didn't get back to me, a little disappointing that you forgot (I'm not sure I believe that) but, no big deal overall.
Haha ok well that was actually the short and sweet version. I didn't want to turn down the offer to help but at the same time life was way too busy to give you my word I'd get stuff done in a timely manner. I stretched out my response trying to gauge how much time I'd have. Then between my family visiting and the work week starting, I actually did forget for about a week, at which point I just felt stupid, so I let it go. I didn't intend to not get back to you, it's just that life happened. Weeks are a blur anymore...In fact, last night is the first time I've even touched Quake in a while.
You'll quickly realize that I absolutely suck at phone communications. Even my closest friends won't hear back from me for a day or two sometimes.
Anyway, hope you're not upset or anything man, you don't strike me as the type that would be. How is the turret game going? I was looking through your thread and you got some solid stuff going on there.
@talisa: thanks! But I'm actually going to re-model that rifle into a much higher poly version. Let me play around with some modeling and I'll get back to ya...I may start it over from the ground up. I'm making a really slick shotgun right now, already at 2500 vertices or so and it's halfway done. I have ZERO idea where this game is gonna go, all I know is I'm not gonna do anything without some good models haha they'll get used one way or another
I'm not upset at all. I knew you didn't forget and I simply assumed your life was busy or you weren't that interested, either way you wouldn't be much help. You never signed a contract or anything... it's all good man. Were just as much bros as ever.
@turret game - I decided that instead of hard coding one game I would simply build a generic engine and build the game on top of that. I have a lot done (engine-wise) but I have much more to do. I am currently on hold for a minute while I upgrade my education. I could certainly build a working generic game engine right now but, I want to take some of the future into consideration and leave the door open to extend the engine easily. I also am only mildly familiar with bullet physics engine so, I am upgrading my education on that level as well. Maybe I can get this mostly done before you go tying your game directly to quake. My engine is designed to make blender the ONLY tool, and since I am building my game engine on 3d/2d/physics engines that are already gpu optimized, the performance is already about as good as you can get.
I have a lame version of the system that will be used to create games. Basically it's a node editor that is very similar to the BGE, no code. The nodes get compiled down to the equivalent of a progs.dat. This will make it imposdible for users to have the freedom of QC but this isn't intended to be a commercial engine. Basically, if my friends want to make a game using my engine and my engine doesn't support something they need, I'll make it possible.
My engine will work on any platform (cause it already does) and is primarily intended to allow me to make games easily.
Maybe I can get this mostly done before you go tying your game directly to quake. My engine is designed to make blender the ONLY tool, and since I am building my game engine on 3d/2d/physics engines that are already gpu optimized, the performance is already about as good as you can get.
My engine will work on any platform (cause it already does) and is primarily intended to allow me to make games easily.
@tying your game directly to quake: I just recently decided to abandon making a full game based on QC and a GPL engine such as DP, so this is awesome news. Currently, I'm honing my modeling craft, trying to learn proper topology, animation, realistic muscle movement, node texture editing...the works. I've picked up quite a bit in the last week or two (but only info, obviously that doesn't do much for my modeling). Basically, I want to have a good portion of my modeling done before I even touch game logic.
@any platform: again, freaking awesome news. Who knows where a game can go and what markets it can expand to. I've got a good foundation for a storyline so far. I'm ready to start taking this pretty serious. I'd like to make something simple, but good-looking, fun, and addicting.
EDIT: any plans for a solid network protocol? I'm really interested in this project, the other night I was bullshitting around on the web looking up common engine development procedures. Feel free to throw some technical details my way, I'd like to start looking into this stuff if nothing more than a deeper understanding. I plan to broaden my horizons on C++ at some point. All I know is C, and really, a simplified version of it at that.
if you're fishing for a networked engine to make an fps...dp and fte really are pretty good choices. quakes networking code is actually quite good. and dp and fte have the pretties in spades. Looking for an engine that isnt quake simply BECAUSE its not quake is a bit silly. If however you're looking for something that is neither networked, nor a first person shooter, then perhaps non quake is the way to go.
if you're fishing for a networked engine to make an fps...dp and fte really are pretty good choices. quakes networking code is actually quite good. and dp and fte have the pretties in spades. Looking for an engine that isnt quake simply BECAUSE its not quake is a bit silly. If however you're looking for something that is neither networked, nor a first person shooter, then perhaps non quake is the way to go.
Totally agree they are great engines and easy to work with. But being GPL'd and all could cause problems later on down the road if I wanted to sell the game. That's really my biggest concern. I'd prefer to not release source code, because as soon as that gets out there, people will simply compile the code and distribute the game, and it would be totally legal to my understanding.
I still intend to finish a mod for Quake, unrelated to this game idea I've been brewing up, however. It's too much fun to put down haha
not quite. Quake's engine source code is open source, quakes game code is open source, quakes maps are open source, but quakes art assets are not open source. Thats music, textures, models, fonts and the like (if that doesnt cover everything).
That means if you compile the engine, compile the gamecode, and compile the maps, you still dont have a complete game.
Also you can create quakec from scratch, that is, not derived from any gpl'd source. In doing so, your gamecode isnt under the gpl.
Also, because your maps wouldnt be using the original id .map files, your maps wouldnt be gpl either. Just the engine. The engine being gpl can prevent a few things, like steamworks integration, but overall, it really shouldnt cause much of a problem.
As for not releasing the game source, the aa_carmack model of releasing sources a few years down the road is one I'm much in favor of.
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