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PostPosted: Sat Oct 28, 2006 2:58 pm 
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Added some more details, lightmap with alittle faked radiosity around the rear brake lights, but still need to work on interior, fluffy dice etc. :wink:

Image Image Image

Its going to be an Automatic to make it more Strogg/Zombie friendly. :D

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PostPosted: Sat Oct 28, 2006 3:37 pm 
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Very nice work! :wink:

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PostPosted: Sat Oct 28, 2006 6:19 pm 
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Looking very good!
...but why did you wrote "from hell"? :D

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PostPosted: Sat Oct 28, 2006 6:56 pm 
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6th Venom wrote:
...but why did you wrote "from hell"? :D


Well I just think it is a shame there are so many"hell" mods for doom3. Unfortunatley its a symptom of the difficulty of producing new assets, and changes in game play, that there isnt more variety in the mod scene. I think Mods that do introduce some individuality really stand out.

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PostPosted: Sat Oct 28, 2006 7:17 pm 
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modern, I personally love the hell theme which is why I`m only planning on building hell maps and not any other themed mods for d3, but I agree the non hell and hi tech themed mods do stand out more, also your car could be possessed with some demonic spirit, so maybe it is from hell after all ;)

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PostPosted: Sat Oct 28, 2006 10:16 pm 
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I was thinking about the "from hell" edition of this wagon! :D
("from hell" is a movie with JC VanDamme... :roll: )

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PostPosted: Tue Dec 26, 2006 6:22 pm 
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Pojobas80, that link has nothing to do with the topic :roll:

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PostPosted: Wed Dec 27, 2006 12:42 am 
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your making it drivable? cool, nice job it looks perfect :)

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PostPosted: Thu Dec 28, 2006 4:20 pm 
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When ETQW comes out, I might have a go at getting it in and working. Would be cool if the engine handles urban environments aswell. You know, make a town and bomb around in old bangers.

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PostPosted: Thu Dec 28, 2006 7:14 pm 
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modern wrote:
When ETQW comes out, I might have a go at getting it in and working. Would be cool if the engine handles urban environments aswell. You know, make a town and bomb around in old bangers.

if you haven't already seen this etqw .mov then it shows some village with brick buildings.

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PostPosted: Thu Dec 28, 2006 9:10 pm 
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modern wrote:
When ETQW comes out, I might have a go at getting it in and working. Would be cool if the engine handles urban environments aswell. You know, make a town and bomb around in old bangers.


I used to play Operation Flashpoint a fair bit, there was a great map/mod for it where you play a group of civilians caught up in a war, but you drive around in old bangers kind of like that, it was a fun map, I think it was quite popular just for being a bit different.

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PostPosted: Mon Jan 01, 2007 1:15 pm 
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I had look at the video. It looks great, but the thing that concerns me is that I think the engine has been optimised to use megatexture, and adding alot of buildings with additional materials ontop of the landscape might be too much for it . I can see that there are precious few materials and polys in those building. It looks like the artists had to work with a very limited budget. I think building a dense urban environment in ETQW is not going to utilise the engine very well. But we will have to wait and see. Maybe its possible to do the unthinkable, and not use the megatexture to free up resources, and still use LOD, if indeed it has LOD.

Overall, I'd say that I get the impression that building anything other than open country in etqw is not going to use the strengths of the engine.

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PostPosted: Mon Jan 01, 2007 6:45 pm 
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there will defently be urban maps in et:qw as you can see on these official screenshots and it doesn't seem like the developers had to deal with a performanceproblem like there are alot of details in them.

http://img122.imageshack.us/img122/9335/qwbackgai6.jpg
http://img122.imageshack.us/img122/9672/etqwe32giz9.jpg


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PostPosted: Mon Jan 01, 2007 6:59 pm 
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peter_86, those images look cool, where did you find them?

modern, maybe the urban maps can be detailed but small compared to the open terrain maps?

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PostPosted: Mon Jan 01, 2007 8:23 pm 
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I've seen those before, but I have not seen any video footage of gameplay in those environments. I certainly hope they are in the game. As an artists I would like being able to combine open areas with a dense urban sprawl. I remember the original Hidden and Dangerous game had one or two levels alittle like that which were good fun to play. Well fingers crossed.

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PostPosted: Tue Jan 02, 2007 12:47 am 
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In the Quake Wars forum at the moment there is a thread about a side project one of the SD environmental artists is working on. From the looks of it he is using a megatexture over every surface in the world, looks bloody fantastic and if he is it means the megatexturing implementation in QW is a lot more flexible than the basic version in Doom 3 (as is to be expected!)


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PostPosted: Tue Jan 02, 2007 1:17 am 
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Tron, that sounds very interesting, do you have a link?

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PostPosted: Tue Jan 02, 2007 1:20 am 
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http://www.doom3world.org/phpbb2/viewtopic.php?t=18266

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PostPosted: Tue Jan 02, 2007 1:21 am 
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I have seen that thread. Andrew Hamilton's work is inspirational, but apart from the last few shots, I believe they are all 3d Max renders. He is not using megatexture. He is using extravagant amounts of non tiling textures with the lighting baked or painted into the diffuse textures, and it looks like he has not used any normal maps of spec maps. Just as well it doesnt have normals and specs, as I think that map would bring my video card to its knees with the diffuse textures alone. I think the screen shots look atmospheric, but its falling somewhat between software rendering and realtime rendering, without fully utilizing the techniques associated with either (eg, mental ray or pixel shaders) . It looks like a Q3 map on steroids, but it does look gorgeous.

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PostPosted: Tue Jan 02, 2007 2:12 am 
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It should be possible to get extremely detailed urban maps. From the video you can see that it is very open. So to keep with a respectable poly count things would have to be simplified.

The textures should have no affect on this, considering a megatexture only takes up about 8MB of video RAM. (http://en.wikipedia.org/wiki/Enemy_Terr ... egaTexture)
So its not the texturing that is causing simplified buildings.

Although if you look carefully you can see that some buildings you can enter have have some very nice blast holes and other details on them that is difficult to see from afar.


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