 Sounds More Like
#6975 posted by Lunaran on 2005/02/01 08:49:51
some people might have heard something about ION storm closing maybe possibly perhaps.
 What The Fuck?
#6976 posted by Lunaran on 2005/02/01 08:50:38
How come I press submit and the form clears without making a post?
 Lunaran Supposedly Can't Post Here Anymore
#6977 posted by czg on 2005/02/01 08:54:17
Those are his three attempts at posting we see (or rather, don't see) above here.
 RPG
#6978 posted by PuLSaR on 2005/02/01 09:11:40
RPG, did you get my email?
 Prod
#6979 posted by cyBeAr on 2005/02/01 11:55:03
Only include your best works or put more focus on the best and downplay the others but leave a link to them so that the one looking at your portfolio can look at them IF they want to but not having them take much space and detract from your recent stuff.
 Mapping For New Games...
#6980 posted by necros on 2005/02/01 12:03:51
what's the deal with that?
iirc, it started with morrowind -- you can't actually build any geometry, only place in prefab meshes for corridors and such.
and farcry is like this as well. no brushes no nothing, just prefab objects.
and then painkiller. you can't even build maps with the editor at all, you need to use a 3rd party program to create the geometry.
what happened to the good 'ole brush? is it better the make games without brushes?
but d3 and hl2 still are brush based... so what is going on?
 Necros
#6981 posted by Maj on 2005/02/01 12:57:23
1) A lot of companies prefer to use a industry standard like Max/Maya/whatever so they don't have to maintain an internal editor and train people for it. It also allows an artist and designer to work concurrently.
2) Older engines (and some new ones like Doom3) preferred a solid representation so that they could generate a bsp and other things. Most modern engines just use trisoups that any package can generate.
3) Arguably, brushes are more trouble than they're worth for high-poly environments, especially ones with lots of organic detail.
#6982 posted by - on 2005/02/01 13:02:15
Necros: Brushes were hacks to allow quick building of 3d by people who didn't know 3d modelling. It's really only a few steps above building Doom maps with 2d shapes.
Newer games more and more often require more detail and with 3d modelling programs like 3d Studio Max and Maya becoming availible for even hobbiests, brushes are slowly going the way of the dino.
From experiance, I can say working on a game and having modelers do all the architecture bits in 'prefabs' while I build gameplay is a very quick way to build maps rather than having me build damn near everything and having modeller's skills be put to use only with a few neat objects here and there and characters.
 I See It...
#6983 posted by necros on 2005/02/01 15:11:35
i'm just really annoyed with the lack of freedom in these games.
i'm not bothered by the fact that PK requires a map to be built in maya or 3dsmax since everything is built in there, but i couldn't understand why some games used brushes while others used poly modelling.
 More...
#6984 posted by necros on 2005/02/01 15:13:14
Scampie: if brushes are hacks, why do HL2 and D3 still use them? is that just laziness on id and valve's part (which i find unlikely)?
From experiance, I can say working on a game and having modelers do all the architecture bits in 'prefabs' while I build gameplay is a very quick way to build maps rather than having me build damn near everything and having modeller's skills be put to use only with a few neat objects here and there and characters.
but doesn't it bother you that you don't get to do any of the geometry building anymore?
 Necros
#6985 posted by R.P.G. on 2005/02/01 15:32:07
In the words of Tyler Durden, "It's only after you've lost everything that you're free to do anything."
 Necros
#6986 posted by - on 2005/02/01 15:48:22
d3 is just an extension of id's older engine, I suspect they just got grandfathered in. I'd bet if Carmack were to make a fully new FPS engine, everything would be built with models rather than brushes... though id may then also with that go ahead with a new editor that does model editing directly in the program and they're instanced from the .map. It just doesn't make sense to make worlds out of blocks when most often, you only see one face of the block.
In terms on what I do here at work, no it doesn't bother me I'm not making geometry. Then again, I'm not working on a FPS game. I'm working in a tile engine, this is just a natural evolution of old 2d games that used only small sets of 10x10 2d graphic tiles to build the world from. I still build the layouts, and get to put input into what things should look like, and what objects I'll place around the level. I'm still the one who gets to decide alot of how the level will look and feel and play, just the responsiblities are broken up in a smart way.
 Hmm...
#6987 posted by metlslime on 2005/02/01 17:11:49
long ago, BSP was useful for a whole bunch of reasons, like fast tracelines for physics and lighting, visibility management, sorting polygons for correct draw order, dividing world space for various culling operations, etc.
Most of these aren't necessary anymore, but if you get rid of BSP, you still need a solution for each of these -- octrees to divide world space, manually setting up the showing and hiding of world chunks so you don't draw everything, z-buffer to handle draw order problems, etc.
It's possible that dev teams that still use BSP in their engines do so becuase the team is used to it and it still works.
 Lolz
#6988 posted by - on 2005/02/01 17:33:45
talking about func_submit buttons...
[19:34] <metlslime> and there should be a "spell check" button
[19:34] <ProdigyXL> Yes, add that.
 Fuck You Preview Button
#6989 posted by - on 2005/02/01 17:35:02
goddamn die already
#6990 posted by PuLSaR on 2005/02/01 17:37:01
Fuck You Preview Button
yesyesyes
 Q1 Source - AI?
#6991 posted by . on 2005/02/01 17:42:39
I downloaded the source just to take a gander, not that I'll completely understand it but I'm curious about the AI and can't yet find any AI code, or at least any file that is obviously AI. So if anyone knows, where is it stored?
#6992 posted by - on 2005/02/01 17:52:09
so... AI.QC wasn't obvious enough for you?
 There Is No AI.QC
#6993 posted by . on 2005/02/01 17:56:06
anywhere.
#6994 posted by - on 2005/02/01 17:59:36
so you downloaded the quake engine source looking for the game code?
 I Downloaded The Source
#6995 posted by . on 2005/02/01 18:02:55
Expecting to find everything except for art/media assets. No big deal anyway, was only curious what the code was like.
 .
#6996 posted by necros on 2005/02/01 18:10:27
there are two parts to quake. the engine code and the 'game' code, or QC.
engine code does all the complicated stuff and pathfinding, and qc handles behaviour and pretty much everthing else concerning the game that's not in the engine.
 Phait
#6997 posted by HeadThump on 2005/02/01 19:26:43
once you get a hold of the .qc files you may want to take a look here
http://www.planetquake.com/minion/tutorial/main.htm
 Thanks Thumpa!
#6998 posted by . on 2005/02/01 19:30:00
 Rgerg
#6999 posted by Shambler on 2005/02/02 02:48:22
ergwerg
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