O'dium, Q2E ETA?
Posted: Mon Nov 14, 2005 8:46 pm
Hey o'dium, I'm planning on starting a project that's very similar to the demo scene thing you'll find at http://www.scene.org
The thing is, a few people at work got intruiged by these demos and, just for the fun of it, we started a sort of competition to create the coolest demo.
No one really has the abilities to create any high quality stuff, so it's just a humorous poke at the whole demo thing. But I wanted to take an alternative approach.
I had this idea of using Keygrip2 (http://www.planetquake.com/keygrip) to recam a Quake 2 demo. I wanted to create a visually interesting map. Not something you'd play in, but something with... well, I dunno, cool glowy things and stuff.
However, since Quake 2 is a fairly old engine, supports only 8 bit textures and let's not get started about the lack of any sort of shader support, I quickly jumped to the conclusion that using Q2E would be really, really cool. That is, the one with per-pixel lighting.
I have some good ideas on what to do with it. There might be something in it for you as well, as it could be interesting promotion for the capabilities of your engine. I'm hoping not to toot my own horn here too much, but I would like to explore the possibilities in extensive use of the per pixel lighting capabilities of the engine.
So to achieve all that, I have a few questions about the engine:
1) What is the ETA on the PPL enabled version of Q2E
2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
3) What BSP file format does it use? Which editor should I use to create maps?
4) Is there a shader manual of some sorts?
5) How customizable is the menu system? Most importantly the loading screen. I'm probably going to try and strip off all Quake 2 content and release the thing as a seperate executable with just the content for the demo, starting the whole thing by executing a cfg file. It would bypass any menu systems but would leave the loading screen unchanged.
6) What types of audio files does it play? Still limited to WAV or have you added MP3 or maybe OGG support?
Are there any technical problems you yourself would forsee in this idea?
Thanks for your help
The thing is, a few people at work got intruiged by these demos and, just for the fun of it, we started a sort of competition to create the coolest demo.
No one really has the abilities to create any high quality stuff, so it's just a humorous poke at the whole demo thing. But I wanted to take an alternative approach.
I had this idea of using Keygrip2 (http://www.planetquake.com/keygrip) to recam a Quake 2 demo. I wanted to create a visually interesting map. Not something you'd play in, but something with... well, I dunno, cool glowy things and stuff.
However, since Quake 2 is a fairly old engine, supports only 8 bit textures and let's not get started about the lack of any sort of shader support, I quickly jumped to the conclusion that using Q2E would be really, really cool. That is, the one with per-pixel lighting.
I have some good ideas on what to do with it. There might be something in it for you as well, as it could be interesting promotion for the capabilities of your engine. I'm hoping not to toot my own horn here too much, but I would like to explore the possibilities in extensive use of the per pixel lighting capabilities of the engine.
So to achieve all that, I have a few questions about the engine:
1) What is the ETA on the PPL enabled version of Q2E
2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
3) What BSP file format does it use? Which editor should I use to create maps?
4) Is there a shader manual of some sorts?
5) How customizable is the menu system? Most importantly the loading screen. I'm probably going to try and strip off all Quake 2 content and release the thing as a seperate executable with just the content for the demo, starting the whole thing by executing a cfg file. It would bypass any menu systems but would leave the loading screen unchanged.
6) What types of audio files does it play? Still limited to WAV or have you added MP3 or maybe OGG support?
Are there any technical problems you yourself would forsee in this idea?
Thanks for your help