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Thread: I quit !!

                  
   
  1. #21
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    --edit--
    nevermind, got hold of the pc for a bit.

  2. #22
    DCEmu Legend Cap'n 1time's Avatar
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    Quote Originally Posted by 10shu
    what do we need to create quake 2 mod? is 3ds max is compatible with quake 2 engine? I m a graphic artist working for a very famous videogame company...i may work on a mod for the psp( on my free time ) if i find out how to create them...i have use unreal engine in the past...did quake2 got a similar editor???

    thank s for the info...
    unreal >quake, as far as the editor goes.. BUT If you have a good understanding of 3DS Max you should be fine with the quake engine if you read up on it. As the monkeyboy said polycount is a great source.

    @monkeyboy
    have you ever heard of cube? its never seen a real console port, though I think the famed and yet forgotten yeti3D engine had some link to it.

    -yeti3d engine stuff as you probably already know
    http://www.angelsoftware.org/index.php?Projet---gp32
    http://www.devmaster.net/engines/eng...ails.php?id=59

    -cube stuff as you should know
    http://www.cubeengine.com/

    ----------------------------
    cube is very easy to create maps with... in fact... you do it in game. and it also suports *.md3 or whatever the quake models were. I believe yeti3d does also.

  3. #23
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    I've have heard about both of them actualy. The wonderful concept about cube is the fact the world can be changed in realtime which is really nice. It's an overall amazing engine.

    Yeti3D is also another great engine i've heard about. I actualy found out about cube through yeti.

  4. #24
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    There is also another engine based on cube (in fact its just cube tweaked ALOT) that some people perfer.. Its editor is alot more flexable (now you can give your house a roof that you can walk on!)
    as good as cube looks... well look at this
    http://sauerbraten.org/50/screenshot_322474.jpg
    check this out this!
    http://sauerbraten.org/
    and dl here (unlike cube it still gets updated )
    http://sourceforge.net/project/showf...roup_id=102911

  5. #25
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    thanks for the info. Looks quite nice as well.

    I'm hoping what I create can be as good as thoes on the psp. I know i have quite a few limits to work with but I think something extreamly nice could be done.

  6. #26
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    how many projects are you doing at once? and are you seriously considering releasing a patch that translates up to the first town?

  7. #27
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    Quote Originally Posted by Magoichid
    how many projects are you doing at once? and are you seriously considering releasing a patch that translates up to the first town?
    Can you please, for the love of god, stop bothering me about bof3. Yes we are serious and clessy is working his ass off this weekend to try doing a test run for the game since you guys keep bugging about it. We will release it when we feel ready.

    My projects are Bof3 (low on the list), my 3d engine (which i need to do to learn 3d), nemo (wifi libs) & ngPsp (neo geo pocket emu for psp).

  8. #28
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    You could always port over Zinc to the PSP and become a legend.
    Ha! j/k! Can't wait to see what you release next, your work looks very interesting.

  9. #29
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    Quote Originally Posted by iball
    You could always port over Zinc to the PSP and become a legend.
    Ha! j/k! Can't wait to see what you release next, your work looks very interesting.
    that would be pretty cool. sadly i dont think zinc is open source.

  10. #30
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    Im sorry, but its been a few hours and no one has asked today so...

    Like, when is your patch of BoF3 coming out? omgomg I hope you release it soon!11!!1111!one

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