Doom3 Engine And Ns
slicky
Join Date: 2004-09-15 Member: 31723Members
After playing through doom3 i got to appreciate how amazing NS would be on that platform (despite how dissappointed i was by the game). Ive made a few NSish maps now (below pic), im curious to know if many of the HL mappers are trying to develop skills for the more advanced engines as well.
<img src='http://img43.exs.cx/img43/4756/shot114.jpg' border='0' alt='user posted image' />
<img src='http://img43.exs.cx/img43/4756/shot114.jpg' border='0' alt='user posted image' />
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Comments
agreed far too lazy to learn new stuff, i tried to learn Unreal Editor once and gave up in about 20 mins =]
spending hours for hours just to fix something other people wont even notice? compiling maps for weeks, creating textures, models, overviews, writing post, make screenshots... I have to admit that THIS is pretty lazy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
but I have been learning hammer (miss the expression "worldcraft" <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> ) since hl came out and I <u>REFUSE</u> to lern anything new! spending years to lern about a new engine... I will wait for hl2, some changes within vhe for hl2 and thats it. "we are back on course, captain!"
although this screenie looks nice... (dont like the doom3 shadows)
agreed far too lazy to learn new stuff, i tried to learn Unreal Editor once and gave up in about 20 mins =] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
unreal ed is your worst nightmare, you need to be a quantum mechanic to figure that thing out.
best i can make in it is a box with 4 spawns and a light.
Indeed.
In-deed...
i dont like the way it makes everything look like its made of plastic, even other ppl
i dont like the way it makes everything look like its made of plastic, even other ppl <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
that is because of improper bump mapping and normal mapping if you look at unreal 3 it uses bump mapping and normal mapping much better and looks 500000 times better
the unreal 3 screens were made for far more advanced computer technology. Naturally it looks better as it uses ultra-high resolution textures, bump maps, and poly counts higher than a whole HL map.
edit: and I mean no offense, but that map could be used for just about anything scifi. For true NSliness it needs infestation!
edit: and I mean no offense, but that map could be used for just about anything scifi. For true NSliness it needs infestation! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
doom3's specular/lighting technology is probably on par with the tech they used for unreal 3 screens. Its not like those screens came from the future with advanced game technology. It looks so amazing because they didnt operate under the restriction of frame rates.
im not offended, if my map looks like it could be for anything scifi its probably because the uninfested areas in NS maps also look like they could be for anything scifi.
Also, i know you guys are all looking forward to source, but i dont think you can even contest that NS maps will look better on source than doom 3. The hard lighting and bump-mapping is totally ideal for NS map environments (not coincidentally because the maps for the two games use very similar styles)
I also really like the idea of the material system in Source and the prospects of using Source's physics system. I'm sure I'm biased but I think Source is a much better engine all around and much more flexable.
id coment if i wasent so lazy
But a short singel player ns camping fore doom3....
<!--QuoteBegin-Slicky+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Slicky)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> doom3's specular/lighting technology is probably on par with the tech they used for unreal 3 screens. Its not like those screens came from the future with advanced game technology. It looks so amazing because they didnt operate under the restriction of frame rates.
im not offended, if my map looks like it could be for anything scifi its probably because the uninfested areas in NS maps also look like they could be for anything scifi.
Also, i know you guys are all looking forward to source, but i dont think you can even contest that NS maps will look better on source than doom 3. The hard lighting and bump-mapping is totally ideal for NS map environments (not coincidentally because the maps for the two games use very similar styles)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This my friends is someone who thinks before he posts, unlike me. Can you not or get someone to make some high quality infestation textures for a better preview?
The Half-life2 engine has the same problem with the moveable objects their shadow btw. Or at least from what I've seen in cs:s when using a flashlight.
Overall I personally think the half-life2 engine looks nicer even if it has the softer kind of shadows.
Seconded.
I've always been a Hammer Brother, and I always will be.
Yet still! I've had the pleasure of learning how to use Gtk-Radiant 1.4.0, and i'm telling you, that's a nice powerful program. It takes a while to learn how to use it proficiently, as any editor does, but it is well worth it.
i'm lazy, but Radiant is something you should be un-lazy for <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway, i'm in the HL2 source boat like everyone else. Source wins. ^_^
I, as well, cant wait for HL2. THe possibilities of the engine will make NS2 godly beyond anything we can imagine. And I just hope that the development stages of NS2 dont take too long after HL2 is released. I want NS2 now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And can it be used to make Hl / NS maps?
And can it be used to make Hl / NS maps? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Dum de dauh dum!!!
Never fear Radiant Man is here!!!
to get radiant you will go to www.qeradiant.com and download GtkRadiant 1.4.0 for HL mapping.
For Doom3, use the included editor because Gtk 1.5.0 is a PoS.
Anyway, give it a week and you'll have a new favorite editor.
<!--QuoteBegin-KungFuSquirrel+Sep 14 2004, 09:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Sep 14 2004, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->7 years of Worldcraft and 3 months of DoomEdit, and I'll never touch Hammer again if I can help it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
KFS focks.
:edit: My craptastic NS tutorial for GtkR 1.4.0
<a href='http://cabewse.com/radiant/' target='_blank'>http://cabewse.com/radiant/</a>
I do like some of the new tools in it though, but the are not cool enough to give up the user friendlyness of 1.4.0
edit: and I mean no offense, but that map could be used for just about anything scifi. For true NSliness it needs infestation! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
doom3's specular/lighting technology is probably on par with the tech they used for unreal 3 screens. Its not like those screens came from the future with advanced game technology. It looks so amazing because they didnt operate under the restriction of frame rates.
im not offended, if my map looks like it could be for anything scifi its probably because the uninfested areas in NS maps also look like they could be for anything scifi.
Also, i know you guys are all looking forward to source, but i dont think you can even contest that NS maps will look better on source than doom 3. The hard lighting and bump-mapping is totally ideal for NS map environments (not coincidentally because the maps for the two games use very similar styles) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I thought U3 use soft-shadows, and not the same ones like in doom 3 where you get those exact edges. But you're right, NS would look better on the D3 engine than HL2's engine. There's no contest there.
Wait until HL2 is out (and we mappers can work with it) and don't judge it just with CS: Source... after all, the community has been able to do impressive things with this engine, we'll see what happens with the 'next' one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
/me drools for Hammer Source