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Counter Strike Spoof

  • 30-07-2001 2:37am
    #1
    Registered Users, Registered Users 2 Posts: 897 ✭✭✭


    Ok in line with this most likely up-coming huge Lan (Quake boards) I was thinking it would be a bloody good idea to have something extra to spice up the event.

    All over europe there are big lans like this held and people demonstrate their leet coding, music and artistic skills with "demo"'s - little 4kb or 64kb files. http://hosted.quake.ie/gamesart shows some samples. They compete in competitions at the lans in an attempt to win the lan title. I'm not capable of doing anything like those (programming skills are insane), but what I do know is there are plenty of people here who could put together a nifty 5 minute 3d video.

    What I'm suggested is a counter-strike spoof - done in 3dmax, with cs models and textures, with an amusing universal story line and atmosphere. So I'm testing the waters to see who would be interested in working on this project for the lan? If interest was big enough, perhaps we could produce several competing teams to try win the best video presented. Anyway, for me its more than a thought - I just want to see who else can contribute.


Comments

  • Closed Accounts Posts: 784 ✭✭✭Belisarius


    as I said over IRC , most of the content is actually attainable already through ripping stuff outa HL , so theyres gonna be very little modelling or anything , which means the knowlege curve isnt going to be very high , so really a massive amount of knowhow isnt needed , apart from basic Max skills . well worth a shot smile.gif

    The Man From Delmonte , He Say "Yes"


  • Closed Accounts Posts: 972 ✭✭✭havok*


    what about q3 ?!?

    With full detail on looks alot better then cs imo.



  • Closed Accounts Posts: 784 ✭✭✭Belisarius


    Have a bit of experience here aswell ,in reguards to .Md3 convesion the main problem here is its extreme complexity in relation to simple animation . Each model contains


    4 models of varying detail for the Head *seperate*
    4 Models of varying detail for the Torso
    *seperate
    4 Models of Varying detail for the Legs
    4 QC file containing animation sequences for the model
    All the Skins and whatnot


    So to create a still * a still mind* of a Q3 scene you have to Select one of the models for the head torso and legs ,maneuver them into position and tex em up , and for each model you have to select a frame from the QC animation sequnces , this effectively doubles the effort to produce one model in comparison to the simpler Quake1 system on which HL is based , IE a single MDL broken down into a Reference model and an index of .smds used as Animation sequences in conjunction with a .QC , also a big prob is the fact that alot of Quake Texturing is filtered and opaque in area specific sections of a texture , meaning it doesnt always work out eperfectly , In comparison to the more simple straight out texturing of HL . alot of technobabble there but essentially what im saying is due to Q3s model compilation system its significantly harder to Convert them to Max over the Q1 system used in Halflife .but then again theres a fair amount of Max users in Ireland with enough contributors it could be easily done

    Besides if we had to do anything it'd be UT :P

    The Man From Delmonte , He Say "Yes"


  • Closed Accounts Posts: 972 ✭✭✭havok*


    Everything i've done in 3d has been from scratch, no experance importing.

    But could'nd u just pick the most detailed version's, convert them to .3ds (or another max compatable format), position and link an IK system?

    As regard the Alpha efects mapping, the maps *should* be all the same size, u could throu them all into a single texture and remap the faces?



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