KirKanos Posted February 18, 2002 Posted February 18, 2002 Hello, I have some "limmited" experience with the various editing programs out there (3ds MAX, Rhino, ect.) what I am wondering is what in your opinion would be the best for editing the Q3 engine? I wish to get an early start on expanding this excellent game. Any advice would be greatly appreciated. Thank you. Kir Kanos
Roger Posted February 18, 2002 Posted February 18, 2002 this belongs in editing... Or check out the Jedi Outcast mod central here
Dorvo Posted February 21, 2002 Posted February 21, 2002 What kind of editing are you talking about? Mapping? Modelling? Coding? For mapping, use a version of Radient. For Modelling, Milkshape 3D seems to be the best right now, although I like using GMax for modelling stuff. As for coding, the only way you really can go is with Visual C++... unless you can get DevC++ to work with Visual C++ projects.
UniKorn Posted February 22, 2002 Posted February 22, 2002 I just started fooling around with gmax and it is actually very good.
Dorvo Posted February 24, 2002 Posted February 24, 2002 Yeah, I use it for all my modeling now. It's pretty powerful.
Major Clod Posted February 26, 2002 Posted February 26, 2002 I use 3D Studio Max R3 for modelling and Character Studio for Animation. I have tried Milkshape but I still find 3DS Max the best package to use.
aazell Posted February 27, 2002 Posted February 27, 2002 Hi all I am new to this malarky so bear with me. I've been playing around with Gmax and it's good fun and fairly easy to use. There's a game pack for quake 3 so that you can export your models and skins into quake 3 but does anyone know if this will be compatable with JKII? Are the game packs specific to a Game or to an Engine? thanks in advance
Dorvo Posted February 28, 2002 Posted February 28, 2002 I'm pretty sure that Outcast model structures will be based on Quake's format, but with modifications done, like new tags, better animation, etc. It's difficult to tell right now without the game out...
UniKorn Posted February 28, 2002 Posted February 28, 2002 Yep, other animations, more polygons, ... Yummy
UniKorn Posted February 28, 2002 Posted February 28, 2002 Actually, no. It means more options to move your model, less skeletal animations that you have to do yourselves and less headaches about decreasing polycount. The real headache and problems will come from making sure everything looks stunning and has the right amound of detail.
Dorvo Posted March 1, 2002 Posted March 1, 2002 Exactly. Man! I'd LOVE to see the code for this game!
UniKorn Posted March 1, 2002 Posted March 1, 2002 Dorvo, which mod team are you working for? Because your name rings a bell but I don't know from where.
Dorvo Posted March 1, 2002 Posted March 1, 2002 I'm the guy working on LaunchEd for EF. I post on the Raven Mod board from time to time.
Dorvo Posted March 2, 2002 Posted March 2, 2002 I also wrote the MANY versions of the launcher for the TOS Weapons mod.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.