OpenWar: The open-source RTS engine.
#23
Posted 22 October 2006 - 02:31 PM
Edited by FlameGuard, 22 October 2006 - 02:37 PM.
#25
Posted 22 October 2006 - 03:46 PM
# Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), DeleD (.dmf), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)... [more]
# Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)... [more]
Knowing close to nothing about game engines, I could be totally wrong, but this does seem to indicate that this engine allows games based on it to be modded with all of the above file formats. A modder could use his own preferred format from the list for his work. Or will the game limit these options to one or two eventually?
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#28
Posted 22 October 2006 - 04:16 PM
Edited by 2playgames, 22 October 2006 - 04:25 PM.
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#29
Posted 22 October 2006 - 04:44 PM
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#31
Posted 22 October 2006 - 05:39 PM
i never said the rts engine would be built on the fps gameWouldn't that make it more difficult in the end? I mean, when you have written the code for a FPS game, you'd have to hack into the code to get an RTS game. Wouldn't that make the code messy?
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#32
Posted 22 October 2006 - 08:43 PM
That was exactly the anwser I was expecting... good choice.and no i'm not going to use the blasted INI's, XML FTW!
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#33
Posted 23 October 2006 - 06:55 AM
EDIT: One thing I've wanted to see for a long time now would be a LOTR FPS Well, not really a FPS, more like a good Online RPG where human players can actually kill each other instead of the frikkin computerized animals... Would be fun
Edited by Fingulfin, 23 October 2006 - 06:57 AM.
#34
Posted 26 October 2006 - 08:55 AM
anyway, what i think will be the most difficult:
- AI
- pathfinding
- multiplayer
- script parser (real script, not the 'actions' that worldbuilder has)
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#35
Posted 26 October 2006 - 10:18 AM
No fuel left for the pilgrims
#37
Posted 26 October 2006 - 12:26 PM
That is certainly to hope, as I don't think we have enough people with enough time on their hands to program an engine, even one without animationsi hope that more people than just t3a members will work on this
Well, of course it depends on the amount of time the engine is being developed, but you get the idea.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#38
Posted 26 October 2006 - 05:04 PM
No fuel left for the pilgrims
#40
Posted 26 October 2006 - 05:19 PM
There is nothing said about them being specifically LOTR related. AFAIK, the focus is more to make an engine that is extremely moddable. Which would then allow LOTR mods to be made with ease
Edit: 2playgames beat me to it.
Solinx
Edited by Solinx, 26 October 2006 - 05:19 PM.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
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