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Project Chrysalis

Posted: Thu Sep 09, 2010 8:30 pm
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

Re: Project Chrysalis

Posted: Thu Sep 09, 2010 11:08 pm
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. =)

Re: Project Chrysalis

Posted: Thu Sep 09, 2010 11:42 pm
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....

Re: Project Chrysalis

Posted: Sun Sep 19, 2010 2:33 am
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.

Re: Project Chrysalis

Posted: Sun Sep 19, 2010 6:38 pm
by Kaz
:up: what he said. I would have used the term "insanely massive order" however.