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Old 02-18-2002, 01:06 PM   #1
KirKanos
 
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Question Editing the Q3 engine...

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


Do we have the power to shape our lives, or are we predestined to be who we are? If our Fate is but one amongst many, then whose life, if anyone's, is real?
If our lives are indeed the sum-total of the choices we've made, then we cannot change who we are. But with every new choice we're given, we can change who we're going to be.
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Old 02-18-2002, 01:14 PM   #2
Roger
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this belongs in editing... Or check out the Jedi Outcast mod central here
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Old 02-21-2002, 10:53 AM   #3
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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.
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Old 02-22-2002, 03:05 AM   #4
UniKorn
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I just started fooling around with gmax and it is actually very good.


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Old 02-24-2002, 12:21 PM   #5
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Yeah, I use it for all my modeling now.
It's pretty powerful.
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Old 02-26-2002, 08:29 AM   #6
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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.
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Old 02-27-2002, 03:54 AM   #7
UniKorn
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I only use milkshape to apply my skin.


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Old 02-27-2002, 05:23 AM   #8
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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
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Old 02-27-2002, 11:19 PM   #9
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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...
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Old 02-28-2002, 01:34 AM   #10
UniKorn
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Yep, other animations, more polygons, ...

Yummy


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Old 02-28-2002, 02:52 AM   #11
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Also means more headaches for us


Now Iam the Master
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Old 02-28-2002, 09:55 AM   #12
UniKorn
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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.


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Old 02-28-2002, 09:33 PM   #13
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Exactly.
Man! I'd LOVE to see the code for this game!
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Old 03-01-2002, 06:49 AM   #14
UniKorn
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Dorvo, which mod team are you working for? Because your name rings a bell but I don't know from where.


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Old 03-01-2002, 12:00 PM   #15
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I'm the guy working on LaunchEd for EF.
I post on the Raven Mod board from time to time.
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Old 03-02-2002, 03:03 PM   #16
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I also wrote the MANY versions of the launcher for the TOS Weapons mod.
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