View Full Version : Editing the Q3 engine...
02-18-2002, 01:06 PM
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.
02-18-2002, 01:14 PM
this belongs in editing... Or check out the Jedi Outcast mod central here (http://modcentral.jediknightii.net/)
02-21-2002, 10:53 AM
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.
02-22-2002, 03:05 AM
I just started fooling around with gmax and it is actually very good.
02-24-2002, 12:21 PM
Yeah, I use it for all my modeling now.
It's pretty powerful. :)
02-26-2002, 08:29 AM
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.
02-27-2002, 03:54 AM
I only use milkshape to apply my skin.
02-27-2002, 05:23 AM
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
02-27-2002, 11:19 PM
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...
02-28-2002, 01:34 AM
Yep, other animations, more polygons, ...
02-28-2002, 02:52 AM
Also means more headaches for us :p
02-28-2002, 09:55 AM
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.
02-28-2002, 09:33 PM
Man! I'd LOVE to see the code for this game!
03-01-2002, 06:49 AM
Dorvo, which mod team are you working for? Because your name rings a bell but I don't know from where.
03-01-2002, 12:00 PM
I'm the guy working on LaunchEd for EF. :D
I post on the Raven Mod board from time to time.
03-02-2002, 03:03 PM
I also wrote the MANY versions of the launcher for the TOS Weapons mod. :D
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