Engine change?
#2
Posted 24 May 2004 - 08:00 PM
#3 Guest_wyldebill_*
Posted 31 May 2004 - 05:05 PM
one thing i wanted to ask, there was a mod called nighthunters a while ago (for q2) and they tried to get a nighthunter for q3 going as well. they had difficulty with doing a 'flashlight', and or flare in the q3 engine. did you find a way to have a completely dark level, and then dynamically light portions of it with flares/flashlights? if you did the nighthunters team (if it still exists) woudl probably be interested in how you did it.
keep up the good work!!
wb
#4
Posted 31 May 2004 - 07:45 PM
#5 Guest_Visitor_Matt_*
Posted 13 June 2004 - 12:42 AM
#6 Guest_Rotschrek_*
Posted 13 June 2004 - 10:21 PM
#7 Guest_tiger@sound.net_*
Posted 26 June 2004 - 04:43 AM
(PS, I am talking to some of the followers of "The Thing".)
http://community.vug...xNg.23@.f026b0b
And IF you need any encouagement, just make an annoucement or two, there.
... Jim ...
(Sorry.)
http://community.vug...bX?14@@.ef75848
(See The Thing General Discussion and then "The Thing" modifications... (net tiger@sound))
... What kinds of bot-logic modules (for NPCs or Things in your case) does the "Unreal Tournament 2004" engine have to offer???In the next few weeks... maybe even months, I may be considering an engine change for the mod. Instead of modding the old Quake III engine, I may consider a move to the Unreal Tournament 2004 engine. One reason would be the possibilities on the UT2K4 and also the community for Quake III doesn't seem very alive anymore and finding talent is hard for Quake III. However, this is just me thinking and this might not actually happen.
(I am used to having some VERY NICE single-player games, from Quake, to Q2 and then Action and CGF and now, to the current LTK/TBM.)
And the Bot AI can certainly make a BIG difference.
... Jim ...
#8
Posted 15 July 2004 - 12:30 AM
#9 Guest_Guest_jgreenburg_*_*
Posted 12 August 2004 - 04:33 PM
sorry to say but that is impossible unless you make quake 3 use a different map format, quake 3 doesn't support ral-time lighting.,and you can't just program it in the qvm's you'll have to wait until the quake 3's open source comes out later this year. the nyou could program in the real-time lighting.had difficulty with doing a 'flashlight', and or flare in the q3 engine. did you find a way to have a completely dark level, and then dynamically light portions of it with flares/flashlights
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