Ok I'm just going to lay it out strait, I assumed he had read more, because the engine is based on the Q3BSP format the whole engine is based around that format for rendering and everything.
If you wanted to have another map format that had nothing to do with the original, it becomes a serious pain in the ass... you can use .3ds files in a derivitive of Quake2 (Qfusion FX2 has this, but! it still uses the Q3BSP for everything, the model isnt alone, its part of a standard q3bsp map as an entitie!) You have no choice but to use an editor capable of producing .map files. This isnt a Quake3 Engine port, its a whole new engine.
I'm hoping the final version of the engine will use, the Quake3BSP with either the old Q2Map or perhpaps a modified version of Q2map3 (because of its efficiency) The MD4 model format for weapons, players and anything animated, and the MD3 model format for static props.
And if the MD3 format gets supported and the misc_model entitie gets added then sure, you can eventualy model a majority of your map content but you still have to use Brushes and entities inside a .map editor and the map still has to becompiled in the editor.
I dont hate any one here, not yet any way. I strongly dislike those who make statements without doing proper research. I'll help anyone... and I mean anyone... even if you do get me really mad and make me hate you, because I believe in this game/engine and I want it to thrive.
So for right now, You cannot code any additions to the game, none of the game is open source. No code modifacation tools are avalible either.
When you say real mods, these mods are REAL... just because they play the same as standard iris is no reason to disrespect them, they cant change that.
I'm ashamed at how those of you have acted in this, partly at myself for making such a rash comment that started this I'm not saying it wasnt expected... Its about halo on a PSP... I just expected the argument to be about the topic...
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