Project Chrysalis

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mecharodan
Posts: 2
Joined: Mon Sep 06, 2010 3:12 am

Project Chrysalis

Post by mecharodan »

Hi guys I'm Kind of new here and i was wondering if i can have some help with a quake 3 project I'm working on.

Title: Project Chrysalis



Starting source Code:
Quake 3 source
Quake 3 Bump mapping and Spectacular mapping support Quake 2 source
Quake 2 evolved version 0.68 source
Bullet Physics Version 2.77
Quake 3 MD5 Support
(as of 2011 ID Tech 4 Map and integrated support)
Compiler:
Visual Studio 2008

Help/References:
C++ for Dummies
Game Development Hand guide

Goals:
Visual:
Bump Mapping
Parallax Displacement
Parallax Occlusion
Spectacular Mapping
Self Shadowing
Detail Bump Mapping (256 x 256)

Physics:
Collision Detection
Rigid Bodies
Dynamic Soft Bodies
Dynamic Rigid Bodies
Dynamic Environmental Interaction

Model/Vertex Recognition:
MD5 Model Support
Tag Points (for model attachment and model to model interaction)
Sub-Model Body Parts
MegaTexture™ Map Support
Artificial Intelligence:
Restriction Zones
Follow Points
Dynamic AI Cover System

Gameplay:
Dynamic First Person View
Dynamic Weapon Modding
Parkour like Gameplay
First Person Direct Interaction
First Person Cut Scenes
Dynamic Environmental Gameplay
Sandbox like Roaming

APi Support:
Shader Choice and Modding support
Material Choice and Modding support
“Models and maps only loaded once During Gameplay”
LOD Mapping Support

Limits:

Time Consumption and budgeting
Multiple Dynamic Lighting support
Raycasting performance
Soft Body Population Performance
Shader Performance
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Project Chrysalis

Post by ^misantropia^ »

What is it in particular you want help with? If the answer is 'all of the above', you might want to narrow the scope a little. =)
mecharodan
Posts: 2
Joined: Mon Sep 06, 2010 3:12 am

Re: Project Chrysalis

Post by mecharodan »

Basically I'm using quake 3 as an APi inteface.....I just need help with the physics and some of the render aspects....also some weapon scripting tutotrials.. been looking at some for a while and none of them talk about modern weapons and such for reloading....I'm basically a noob....
Hxrmn
Posts: 17
Joined: Fri Jun 11, 2010 5:52 am

Re: Project Chrysalis

Post by Hxrmn »

This looks like a pretty tall order for someone who claims he's a noob.

Are you making a quake3 mod or Duke Nukem Forever.

In the case of the latter, I suggest you use a different engine, instead of trying to augment the Tech3 engine.

From the look of things you might want to target UT3's engine or Tech4 or Valve Software's source engine.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Project Chrysalis

Post by Kaz »

:up: what he said. I would have used the term "insanely massive order" however.
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