Thinking of going from Torque to Quake III

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Bricejohnson
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Joined: Thu Oct 13, 2005 9:32 am

Thinking of going from Torque to Quake III

Post by Bricejohnson »

For years I've been making a game (http://www.projectraven.com) in the Torque game engine. We have the majority of our art work and maps done. We are now thinking of going over to Quake III engine.

I'm really looking for tutorials on how to take character models and maps and move them over.

We have a lot of maps in .map format

Our models are 3,500-5,000 polys 1-4 textures they are rigged and animated using bones.

Is it possible to move over the infomation into Quake III or am I basically screwed and will have to end up redoing all the animations, textures or models.

Any help would be appreciated
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Well, Q3A's MD3 file format uses vertex animation but proper support for MD4 and MD5 (which use bones) is being worked on. You might just want to wait a little longer before making the switch. Is there a specific reason for moving away from the Torque engine?
Hex
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Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

Wheres the link to the forums mentioned at http://www. projectraven.com/
?
redfella
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Post by redfella »

I'd say stay with Torque so you can sell your game.
black & white blanket logic
Hr.O
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Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

What i gather from your post, I see some tormented person. You would like to control/create it all by yourself(or just a handfull of friends). This is NOT going to happen. Not with the tools you have at hand (Torque) nor with the Q3 engine.
To put these harsh words into perspective: you'll never win the Formula1 champs in a standard roadcar, nor will you with a 5 year old F1 car.
Anyways, the publishing of the source of the q3 engine is NOT as if the engine is free for commercial use. You'll still have to pay when you want to sell your game. (RTFE = read the fucking EULA)


But... on the point of your question: some *.map exention doesn't tell sh** about the content of the file. Soooo, i have to fall back to the save: save a map without entities, if you can open that in GTKRadiant, you're in the right direction. Entities though will be a whole different story, you'll have to think about loads of renaming, redefinitions, and stuff (which is better asked in the coding forum)
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

I'd have to agree with Hr.O, switching engines so late in production is going to be a nightmare as you can guarentee you'll waste a lot of time trying to figure things out and get them working regardless as to having things set up according to 'X'. You've already got a shit load of stuff done by the looks of things and already finalised for the Torque engine so swaping that much over ain't gonna be easy!

Stick to Torque and just build in the features you want; it's not exactly a crap engine and has been pointed out in here you'll have the potential for a full on commercial release (you can do that with the Q3 source but you have to freely release *all* your tweeks to the code as part of the GPL).
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Eraser
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Post by Eraser »

bricejohnson the messageboard link on your site leads to a non existant page.
Dark Metal
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Post by Dark Metal »

It's Just an alt. Ignore it.
[WYD]
Kaz
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Post by Kaz »

er....
Kaz
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Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

Kaziganthe wrote:Well you can still sell it using the q3 engine, but really there isn't much point switching over.
Nice icon, mate.
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

have you looked at the torque shader engine?

http://www.garagegames.com/developer/torque/tse/
http://www.garagegames.com/mg/snapshot/ ... p?qid=1291

it hammers a lot of new features into the old engine.
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