Doom3 Engine And Ns

slickyslicky 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' />
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Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Well, I'm waiting for HL2, since it will use hammer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I'm too lazy to learn a new editor <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    holy... fudgemonkey
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin-KungFuDiscoMonkey+Sep 15 2004, 08:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 15 2004, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    agreed far too lazy to learn new stuff, i tried to learn Unreal Editor once and gave up in about 20 mins =]
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-KungFuDiscoMonkey+Sep 15 2004, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 15 2004, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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)
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin-Kester+Sep 15 2004, 02:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Sep 15 2004, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KungFuDiscoMonkey+Sep 15 2004, 08:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 15 2004, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more.  And like Mendasp I don't want to learn a new editor.  Us mappers are lazy sometimes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    <!--QuoteBegin-BulletHead+Sep 15 2004, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 15 2004, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> holy... fudgemonkey <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Indeed.


    In-deed...
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin-Lt.Gravity+Sep 15 2004, 08:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Sep 15 2004, 08:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dont like the doom3 shadows <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i dont like the way it makes everything look like its made of plastic, even other ppl
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-Kester+Sep 15 2004, 01:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Sep 15 2004, 01:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Sep 15 2004, 08:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Sep 15 2004, 08:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dont like the doom3 shadows <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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
  • slickyslicky Join Date: 2004-09-15 Member: 31723Members
    <!--QuoteBegin-Chrono+Sep 15 2004, 03:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chrono @ Sep 15 2004, 03:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited September 2004
    Doesn't have anything to do with the bump/normal maps. It's in the color texture and [mostly] the speculars

    edit: and I mean no offense, but that map could be used for just about anything scifi. For true NSliness it needs infestation!
  • slickyslicky Join Date: 2004-09-15 Member: 31723Members
    <!--QuoteBegin-frostymoose+Sep 15 2004, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Sep 15 2004, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doesn't have anything to do with the bump/normal maps. It's in the color texture and [mostly] the speculars

    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)
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited September 2004
    I disagree, I think you can still achieve much better lighting results using precomputed lighting now. The only thing that you can't do on source that you could do on the D3 engine are the shadows and I don't think they are all that major.

    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.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    <!--QuoteBegin-KungFuDiscoMonkey+Sep 15 2004, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 15 2004, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't speak for the rest of the ns mappers but I'm personally looking forward to source a lot more. And like Mendasp I don't want to learn a new editor. Us mappers are lazy sometimes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    id coment if i wasent so lazy


    But a short singel player ns camping fore doom3....
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Precompiled lighting still looks and feels more natural than real-time. We just need the eye-candy from source to get the maps to the "next" level.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    edited September 2004
    Oh my. NS with that level of graphics would simply pawn. I would kick out many of the low spec users, but to play ns with that level of graphics im sure would sway some people to upgrade

    <!--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?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    The only problem I see with the doom3 engine is that the shadows dont look realistic, sure they are rendered in real-time, but the fact remains that they are way to black. And in places where there is a bright spot lighting up a shadow all it does is make the shadow transparant in stead of removing the shadow like it should.

    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.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Mendasp+Sep 15 2004, 11:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Sep 15 2004, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Precompiled lighting still looks and feels more natural than real-time. We just need the eye-candy from source to get the maps to the "next" level. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Seconded.

    I've always been a Hammer Brother, and I always will be.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    i've been a WC guy for a long time as well.. since HL was released, though i didn't really map back then. But still.. hammer is my baby.
    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. ^_^
  • The_Evil_OneThe_Evil_One Join Date: 2004-09-05 Member: 31392Members
    I agree on that screenie. Everything looks too fake. I personally think the lighting and shadows in the HL engine make things look more real than the D3 engine. Sure, its better quality textures, but if you dont use them right, theres really no point in having them.

    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-->
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    where can I download radiant?

    And can it be used to make Hl / NS maps?
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    edited September 2004
    <!--QuoteBegin-BulletHead+Sep 15 2004, 08:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 15 2004, 08:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> where can I download radiant?

    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>
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    you think 1.5.0 sucks too eh? hmmm.. i'd like to know why. ^_^ i also disslike 1.5.0, but i've only tried to use it a few times.. maybe a total of an hour of use. i already miss my mass-select... i love mass select.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    1.5.0 took out the functionality that I loved. It made it so you have to do too many things to manipulate geomitry (like VHE, which I hate...) It also has crap D3 support.

    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
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I hate DOOMEdit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • tuemmykidstuemmykids Join Date: 2003-09-15 Member: 20884Members
    <!--QuoteBegin-slicky+Sep 15 2004, 03:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (slicky @ Sep 15 2004, 03:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-frostymoose+Sep 15 2004, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Sep 15 2004, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doesn't have anything to do with the bump/normal maps.  It's in the color texture and [mostly] the speculars

    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.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    NS is all about contrast in lighting, as you can see in that pic, there's... what? two different light colors?

    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-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    There is this small problem call proformance, DOOM 3's multiplayer proformance is really really bad. Source is easier to port to, and simply makes more sense since transfering maps is about a million times easier.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited September 2004
    I can hardly imagine the way how NS maps (especially new ones) are light used in Doom 3. NS maps are about orange light mixed with red (Eclipse), or blue mixed with white lights spots (every mapper has its own combination) and this makes NS cool, not ultra shadows and white flickering light everywhere. And think about fact, that everybody will turn of dynamic shadows, because they are useless in multiplayer.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    did i miss something? ID said DOMM3 was mod friendly?

    /me drools for Hammer Source
This discussion has been closed.