
I'm gonna stop cluttering this thread now, until I'm done with all of them.
I really don't know. I have no idea how these sorts of things used to be picked up, but I'm trying to make sure to keep this as open as possible. If anyone has a great idea, asset or piece of code to contribute I'll try to make sure it goes in. I think that with Q3's current state of life, it actually helps that people don't have to commit themselves to something. You know, if you sign up as "the" modeler for this mod, everyone expects you to produce a gazillion models for the mod. But if you're allowed to go "hey, here's some cool models" then people are probably more inclined to just go ahead and create a little something.spookmineer wrote:It's amazing how much things have progressed since the first post!
How fast can a few people put things into motion. I really am amazed.
Why did it take so much time a few years ago with some people committed to make "this amazing mod" (happened a few times I think)...
They did have the source back then, is it because it's open source right now, and people can simply contribute and improve/implement little pieces of/to it?
They used to have "project leaders" I think, and tasks would dribble down from the top.
I'd like to know how the main contributors look at this...
I dunno, is it really a problem with todays powerful PC's? It's all up to the mapper to make sure things run smoothly. Always has been this way. Q3 doesn't warn you if your tris is too high either, does it?spookmineer wrote: No real ideas from me, but 2 things I think are important:
All the func_ entities are CPU intensive (IIRC), stacking them on top of eachother can have a major impact on fps. Is someone keeping an eye on this (mod wise), or is it up to the mapper to keep things real?
Not really no, not yet. I've been going at this pretty casually, doing stuff whenever I feel like it. I guess that won't change. Right now I've got some ideas for increasing the flexibility of spawning bots into the game, making it easier to create a more SP-like game (I hope). I've also had some suggestions from TiggerOn in regards to respawning after death which seem interesting to explore.spookmineer wrote: With all the rapid development, is there a timeline where the first "beta" will be released (or rather 1.0)? I think a lot of mappers are holding out because every week there are new cool features to be had, and mappers are keen on those features
I'll try. Practice is a good thing. But I guess when it comes to texturing Obsidian will overrun me. But that's okay, all of us had to learn all this stuff firstEraser wrote:Anyone interested in doing this?
Yeah, these are good ideas. I had already written up an issue on the Google Code project page for replacing the scoreboard with an objectives screen.DaEngineer wrote:I guess statistics are always a good thing. What about these:
~snip~
Also, a loading screen (jpg or tga files) before and after levels would be nice. You could skip the screen with the fire button. On these screens the player could be informed about the story, his objectives and so on.
Right, objectives. A SP Mod without objectives is a bit dull. The score board you usually use to look up who leads the game and who's the bottom feeder could be replaced by objectives. The possibility to cross out completed tasks and add new ones while the player progresses would be nice.
You're on to something here. I hadn't thought about that yet. Very good point.DaEngineer wrote:Another topic: damage done to the player. In SP games, the player is usually much stronger than the foes he has to fight. This is not yet the case. Can the damage done by enemies be scaled? Maybe depending on the difficulty level? Otherwise the levels had to be stuffed with health over and over, and that's not very singleplayer-esque.
Great. Can't wait to see itDaEngineer wrote:I'm making progress with the backpack by the way. Maybe I'll upload a picture this evening.
iirc OpenArena`s game assets are under the GPL license, you could ask them if you could use their TA weapon models. Up to you though, thought it would save some time though.Eraser wrote:Oh, just a general announcement: if anyone feels like making models, effects and shaders and all that comes with it for new weapons, I'll be glad to implement them. In fact, if anyone can create non-EULA breaking assets for any of the Team Arena weapons, I could include those by simply removing some #ifdef lines in the code
I just took a look at the model again. I think I can chop off some tris I didn't notice before. After that you can of course try to reduce them even more. Pictures of this bag of yours are highly appreciated! And some uv mapping help maybe too... I have to get used to this first.obsidian wrote:Looks good. Let me know if you need help reducing tris and with the texturing (I can take a picture of my genuine WWII bag).
Would be a solution if I create a LOD for this model. Eraser, if you already want to try out the model, grab it here. It has no real texture yet so I baked rendered ambient occlusion shadows into it until I can texture it.Silicone_Milk wrote:You could probably get rid of the strap geometry on the front of the pack and just draw that in to the diffuse.