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1916 Mod

  • 03-10-2003 9:27am
    #1
    Registered Users, Registered Users 2 Posts: 973 ✭✭✭


    Whats the story with that 1916 rising mod that somebody was working on a while ago? Theres stuff about it on gamedevelopers.ie and i was wondering if thats the same person.


Comments

  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    humm....robbb_mm was working on a very limited 1916 hl mod [ i assume its hl your talking about] it pettered out in the early stages though.

    think you can still dl some files from it at http://www.robertmunnelly.com/ige/


  • Closed Accounts Posts: 20,346 ✭✭✭✭KdjaCL


    I started one for MOH:Aa but never really got it going had some skins and some excellent caulked maps only needed to be textured and scripted.

    One day i will finish it kept out all entities so when i do finish it i can move it to Doom3 or a later Q3 engine (same can be done with HL maps if you only use textures and caulk ,dont use any game specific ents).

    kdjac


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    Originally posted by KdjaC
    caulk

    ?


  • Closed Accounts Posts: 20,346 ✭✭✭✭KdjaCL


    Special texture that really isnt a texture and Q engines cant see it.

    Like making invisible walls in game but in the editor it shows as a wall with a yellow and blue texture.
    The only ent that is used on all variants of Q based games. Handy because it works in the them all so theoritically any map you make ,the basic form of it can be used in any game.

    I used one map in RTCW/MOH/JK2 and then removed all Q3 specific ents and used it in HL.


    kdjac


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  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    god damn thats l33t :D

    can you do curvy walls and stuff in the q3 editor, then convert to hL?


  • Registered Users, Registered Users 2 Posts: 3,945 ✭✭✭Anima


    I think the curvy walls in q3 are just shading mainly alan.


  • Registered Users, Registered Users 2 Posts: 973 ✭✭✭ThrAx


    The curvy walls in q3 are bezier curves actually. They also change their level of detail depending on how far away the player is from them to save on memory. They're pretty cool really.

    I thought it was well known knowledge that you could convert maps between pretty much any BSP based engine.


  • Registered Users, Registered Users 2 Posts: 3,945 ✭✭✭Anima


    The curvy walls in q3 are bezier curves actually. They also change their level of detail depending on how far away the player is from them to save on memory.

    Class never knew that. Must try some q3 mapping someday.


  • Closed Accounts Posts: 20,346 ✭✭✭✭KdjaCL


    Originally posted by ThrAx


    I thought it was well known knowledge that you could convert maps between pretty much any BSP based engine.

    Some issues with that are obvious, MOH and all MOH games use LOD Terrain which wont work in any other BSP game (bad things happen).

    As Radiant is not a commercial product it has issues with moving between games just make sure your only copying over basic maps.

    The error log will tell you if somfin has gone tits up.

    kdjac


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