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Topic Starter Topic: A little something you may be interested in...

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-18-2005 11:10 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Well, its pretty obvious from the pic...

Its gonna stay the same as the Q3 one with the pro item placements. Of course these textures are the Q3 ones scaled up so i can position them, and then later on i'll remake all the textures.

Well, early days, but Doom 3 provides at least an early start...

[lvlshot]http://www.quake2evolved.com/odium/odq3dm6.jpg[/lvlshot]




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5224
PostPosted: 10-18-2005 11:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Make an alpha first.




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Timed Out
Timed Out
Joined: 02 Aug 2000
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PostPosted: 10-18-2005 11:14 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Awesome dude.

As Fjoggs said, alpha and beta this one heavily, don't jump to release it :)

I make that mistake all the time when mapping, and always regret releasing too soon.




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5224
PostPosted: 10-18-2005 11:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ja, I was planning to create one myself, but don't see why I should now.
Post millions of alphas. You/We wanna get this one down right.




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Timed Out
Timed Out
Joined: 02 Aug 2000
Posts: 37914
PostPosted: 10-18-2005 11:28 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Those would be Betas. Alphas are internal tests, right?

What the fuck would Gammas be.




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5224
PostPosted: 10-18-2005 11:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


No, alphas are pure gameplay tests. Betas are looks/atmosphere/aestetics etc.
Closed alphas would be an internal test I guess.




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PostPosted: 10-18-2005 11:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Do you have the original non-compiled q3dm6 file?




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-18-2005 11:35 AM           Profile   Send private message  E-mail  Edit post Reply with quote


ToxicBug wrote:
Do you have the original non-compiled q3dm6 file?


I wish. I dont want to de-compile the old either because if id found out they will kill me.




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Approaching the singularity
Approaching the singularity
Joined: 28 Jan 2002
Posts: 13399
PostPosted: 10-18-2005 11:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's pretty sloppily built anyway, it's better to do it from scratch.




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Timed Out
Timed Out
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PostPosted: 10-18-2005 11:39 AM           Profile   Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
ToxicBug wrote:
Do you have the original non-compiled q3dm6 file?


I wish. I dont want to de-compile the old either because if id found out they will kill me.


id don't mind stuff being ported, as long as it's only within their line of games. This has been posted officially before now, but I can't find a link to back it up.

Listed the level, BTW




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 10-18-2005 11:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


I remember the Q2 Generations mod being shut down by iD because it used assets from Doom I & II and the original Quake.




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Timed Out
Timed Out
Joined: 02 Aug 2000
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PostPosted: 10-18-2005 11:52 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Quote:
Way back in the days of Quake 2 there was a mod called Generations. It's goal was to bring together all of the previous first person shooters into the Quake 2 engine. They did it too. Everything was done perfectly. Doom stuff looked exactly like Doom stuff. Wolfenstien stuff looked exactly like Wolfenstien stuff. That was the problem. It was too perfect. Rumor has it that the team actually swiped some the material and imported it into the Quake2 engine, but as far as I know it is just that, a rumor. So don't believe it. Either way, to rip off material from id was not the intended purpose of Generations.

Carmack and crew, were understandably, not very happy when the beta for Generations was released and promptly got a hold of the makers. In a well published communication they politely told the makers of Generations that even though they would like to, there was no way they could possibly give permission to use any material from the earlier id games to use in Generations. This basically meant the end of the mod. Or did it?

Last week, after months and months and careful modelling, texturing, map making, and above all, confiding with id on what they can and can't do, Wirehead Studios has released the first beta of Generations Arena ! To put things very frankly, Generations Arena is not only a statement on the conviction that Wirehead has displayed in not letting thier idea die, but also a statement about id's undying understanding and compassion in allowing the idea to go foward in the first place.


You're right. I'll look into the specifics, but it looks like id don't mind ports as long as it's a remake and not a rip. So good point :}




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-18-2005 12:05 PM           Profile   Send private message  E-mail  Edit post Reply with quote


^misantropia^ wrote:
I remember the Q2 Generations mod being shut down by iD because it used assets from Doom I & II and the original Quake.


Thats why, if you read my post again, you will see its all ok because they are temp textures while i make the map, and everything will be remade again ;)

Its ok as long as its all from scratch.




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It felt good...
It felt good...
Joined: 28 Mar 2001
Posts: 9558
PostPosted: 10-18-2005 01:11 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah but if he de-compiled the q3 version and used custom art assets it should be ok.

EDIT: Meh, that's what happens when you leave for a set amount of time. :p




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The Illuminated
The Illuminated
Joined: 04 Feb 2001
Posts: 1058
PostPosted: 10-18-2005 01:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


Heh, it's gonna be 'Battle of the DM6's' as every mapper in the universe makes one - may the best man win and I think it's a safe bet that whoever makes the best one will be famous.

Also with all this interest in Q4 (specifically MP) and there only being a handful of new maps on offer (Q3 had 26) the mapping community have a market to exploit at last. Heck, may even have a bash again myself :icon26:

Now, how the hell do those hint brushes work again - if you block off the corner of a corridoor you can see into the next area but if the next area with the second hint brush is blocked off...no...that's not it....bugger! where's that purple tutorial again...




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menkent
menkent
Joined: 22 Jul 2000
Posts: 4758
PostPosted: 10-18-2005 01:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


rather than have everyone do their personal versions of dm6, perhaps people could branch out and port ztn and aero as well... really no telling which maps will work best with the q4 physics&weapons until they've all been tried.




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Unquantifiable Abstract
Unquantifiable Abstract
Joined: 31 Dec 1969
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PostPosted: 10-18-2005 01:29 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Nice work sir!!
Gimmie a shout if you need a tester



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Digital Nausea
Digital Nausea
Joined: 10 Feb 2001
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PostPosted: 10-18-2005 01:37 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Foo wrote:
Awesome dude.

As Fjoggs said, alpha and beta this one heavily, don't jump to release it :)

I make that mistake all the time when mapping, and always regret releasing too soon.


Ya, cause your fans really hate it when you release a shit map filled with bugs..

j/k, but seriously




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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 10-18-2005 02:23 PM           Profile   Send private message  E-mail  Edit post Reply with quote


ok first problem... Doesn't matter to much just yet, but how do i make my map models solid? I was under the impression everything in the Doom 3 world that was a model was solid by defualt in the editor? Maybes its because i used static meshes from doom 3 before...

Anwyays, any ideas?




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The Illuminated
The Illuminated
Joined: 04 Feb 2001
Posts: 1058
PostPosted: 10-18-2005 02:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


I seem to remember they were non solid by default and you placed an invisible solid brush around the model to mimic it being solid. Something to do with less tris count or faster rendering.....

Damn I'm not much use here .. it's been a while... those level editing guys will know




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-18-2005 02:40 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh wait, no thats not it.

I need to define another surface on the model thats lower poly (or the same one) with a sepcial material so that the engine treats it as solid... lol.




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 43600
PostPosted: 10-18-2005 02:40 PM           Profile   Send private message  E-mail  Edit post Reply with quote


ppp wrote:
I seem to remember they were non solid by default and you placed an invisible solid brush around the model to mimic it being solid. Something to do with less tris count or faster rendering.....

Damn I'm not much use here .. it's been a while... those level editing guys will know


Well yes that's how it works in Q3. Have to clip off mapmodels with clip brushes. Dunno if that's how it works in D3 as well.




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Gibblet
Gibblet
Joined: 18 Oct 2005
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PostPosted: 10-18-2005 02:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
I wish. I dont want to de-compile the old either because if id found out they will kill me.


I wonder if you could try to get the files for 6++ - see http://www.btinternet.com/~lvlmaker/q3dmmaps.htm

I think the author was offering his map files on the Level Editing forum before he gave up mapping. Someone also might know whether he built them from scratch.




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Old Skool'
Old Skool'
Joined: 02 May 2002
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PostPosted: 10-18-2005 03:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


I know he this, since I've known Q for a long time. All his + maps are made from scratch.




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The Afflicted
The Afflicted
Joined: 29 Nov 2002
Posts: 622
PostPosted: 10-18-2005 04:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


Menkent put it right already, but I'd like to say a bit more about it.

What exactly is the best "Q4DM6" map? If one simply wants to make the map to look as closely as it is in Q3, that's one way to go.

If however you want gameplay to be the same (or as close as you can get), there's a lot of work to be done...
How does g_speed of Q4 relate to Q3? Is the scale the same in both games (I remember EF2 used a bigger scale then EF, same for JK2 if I recall correctly). How do the weapons handle if you use them to pull off little tricks? Can you controll both RA and YA or can't you, how does strafing speed affect this?
People who have played this map years on end will expect to be able to make the b2r jump but it has to be just right, not too easy, not too hard...

I think that is the biggest problem of porting maps to other games, all the game variables can make it so hard to emulate the gameplay that it's almost impossible to get further then "just" a map that looks the same.

Maybe it's too early to port this almost sacred ;) map, as there is so little known yet about the game physics of Q4?




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NOT OK
NOT OK
Joined: 03 Aug 2003
Posts: 1017
PostPosted: 10-18-2005 10:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


Someone pleeease do ztn3tourney1



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