Descent 4 as UT2K3/4 mod?
I can help here as a modeler, but...
i already had this idea a lot of time ago; but i din't think about UT, maybe because i hate its graphics engine. I thought about HALF LIFE 2.
The modding tools for the modeling/graphic part is already avaiable (a special version of XSI. You know what is XSI??)
Don't know anythig about the coding part, but the game should be a lot more flexible than UT and.. wow... never seen what the engine is capable of??
Implementing zero-grav motions should be a lot more interesting there...
And... yes, surely the veichles system is fully implemented there
what do you think about?
i already had this idea a lot of time ago; but i din't think about UT, maybe because i hate its graphics engine. I thought about HALF LIFE 2.
The modding tools for the modeling/graphic part is already avaiable (a special version of XSI. You know what is XSI??)
Don't know anythig about the coding part, but the game should be a lot more flexible than UT and.. wow... never seen what the engine is capable of??
Implementing zero-grav motions should be a lot more interesting there...
And... yes, surely the veichles system is fully implemented there
what do you think about?
I think it's not out yet and there is much still to be documented and written about it. Unreal already has a wealth of resources and documentation pertaining to every aspect of its editor and modding. Furthermore, we know a Descent-like game can be done with it. Comparatively, we know very little about Half-Life 2's editing facilities, or even the game's stability.
okay, okay, you've convinced me.
Wow, seems we have to do a lot of work to give the game a descent look! A new HUD, a cockpit, new textures(many could be recycled from UT), new robots(their models and textures, plus some appropriate AI script !)
Man, this project is the occasion to give descent a future!
Diedel..sign me in as a proud Modeler!
Wow, seems we have to do a lot of work to give the game a descent look! A new HUD, a cockpit, new textures(many could be recycled from UT), new robots(their models and textures, plus some appropriate AI script !)
Man, this project is the occasion to give descent a future!
Diedel..sign me in as a proud Modeler!
It is my opinion that you guys are looking at the wrong engine.
The battlefield Vietnam engine (which is new to battlefield) already has all the physics you guys are talking about..
The helicopter in BFV is so close to a d3 ship its scary..
I would say forget trying to make UT2k4 ships move in directions or in ways that the BFV engine already happily supoports..
Yes UT2k4 is pretty.. But the engine used by BFV kicks its ass and as you already know is very mod friendly.
my 2 cents...
PS:(i own both these games and have no favorite)
The battlefield Vietnam engine (which is new to battlefield) already has all the physics you guys are talking about..
The helicopter in BFV is so close to a d3 ship its scary..
I would say forget trying to make UT2k4 ships move in directions or in ways that the BFV engine already happily supoports..
Yes UT2k4 is pretty.. But the engine used by BFV kicks its ass and as you already know is very mod friendly.
my 2 cents...
PS:(i own both these games and have no favorite)
Judging from graphics, UT2k4 has it all over Battlefield Vietnam in terms of Descent. We need an engine that excels at corridors, since most of Descent takes place indoors. Much of BV is outdoors with rather simplistic buildings. I have no experience with BV's level editor, but UnrealEd is very friendly and easy to get into.
Plus, although I'm sure it can be done, BV represents 1970s Vietnam. It's more challenging to turn that into a sci-fi futuristic landscape than it would be in Unreal, which is already mostly futuristic.
Plus, although I'm sure it can be done, BV represents 1970s Vietnam. It's more challenging to turn that into a sci-fi futuristic landscape than it would be in Unreal, which is already mostly futuristic.
i agree with you about the futuristic feel of UT..
and what you said about outdoors was really the only thing i thought might not fly with the bf engine..
Im not sure if the lighting would support tunnels properly.
at any rate...if you guys get this off the ground i'd be happy to help with the website promoting it..
ie..flash intro nsht
and what you said about outdoors was really the only thing i thought might not fly with the bf engine..
Im not sure if the lighting would support tunnels properly.
at any rate...if you guys get this off the ground i'd be happy to help with the website promoting it..
ie..flash intro nsht
Unreal has one of the most flexible illumination implementations I've seen in a game you can build custom content for. Some levels have 400 or more individual lights in them, with their own colors, radii, type, intensity, and so forth. And UnrealEd has a real-time panel that lets you see exactly how it will look in the game, something D3Edit and most of the Radiant editors don't have.*JBOMB* wrote:Im not sure if the lighting would support tunnels properly.
- TigerRaptor
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- TigerRaptor
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