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
Thinking of going from Torque to Quake III
-
- Posts: 14
- Joined: Thu Oct 13, 2005 9:32 am
-
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
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)
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)
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).
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).
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.
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.