Poll

What platform would you run Quetoo on if it was on Steam?:

Railgun and BFG

December 23, 2007 - 11:44am

I'd like to take up the r_rail and g_bfg models? Those are the player models, right? I see they both have been unassigned as of the /models thread.

December 23, 2007 - 11:53am

We're hoping to use the same models for the world, view, and player vweap. Both the Railgun and the BFG are up for grabs. Are you familiar enough with the Quake II weapons to build these? You can always open the ones we have now for reference :)

If you could try to idle in the IRC channel that would be most helpful!

Ttys

Quake2World
http://quake2world.net

December 23, 2007 - 11:59am

Well, considering this is from Quake 2:
BFG
http://www.quake2.com/gameinfo/weapons/bfg3.jpg
Railgun
http://www.quake2.com/gameinfo/weapons/railgun2.jpg

I think I have a good angle.
What is my poly limit, and the final model I hand off will be in .obj form?

EDIT: Idling in the IRC channel is a no can do unless I'm home and on the computer. My stepdad gets a little crazy about me leaving my computer on when I'm not using it.

December 23, 2007 - 14:16pm

By the way, even better references for what the models should look like can be obtained by simply opening the existing .md2's in a compatible viewer. Milkshape 3D and perhaps even Blender should be able to open them. Brot might know of a better tool.

Quake2World
http://quake2world.net

December 23, 2007 - 14:12pm

Heh, no worries about idling, then.

As for poly limits, ..I really can't say. Does your tool let you define complexity levels for curves and things on the fly? If so, you can build your mesh and we can tune it later. I would think that < 300 tris would be adequate for even the most complex weapon, but I really can't say for sure. Jhaa and Bort could say with more accuracy. I think our ammo boxes and armor are well under 100 each.

For submission, I'd like to check whatever source files you create in your native editor, plus an MD3 export, into Subversion. There's a separate svn module (quake2world-data) where we're keeping those things. People updating their game data will of course only pull down the .md3 + skins. The source files are good to have so that we can change or update things if you ever decide to move on.

Along those lines, do you have any objection licensing your material under the GPL v2?

Jay

Quake2World
http://quake2world.net

December 28, 2007 - 14:08pm

I actually only have the capacity to save under .lwo, .obj, .3ds, or .dxf.

:(

Under 300 polygons? Alright. I've never done that low before. I do point by point modeling. Sounds like you are used to very different methods than I am. I didn't understand half of that. :(
Also, what was up with the website that I couldn't connect for a few days?

December 29, 2007 - 18:35pm

Heh, it's hosted out of my livingroom (as is svn, Trac, the mailing lists, my personal email, ..). My router bricked while I was visiting my mother for the holidays. Is IRC more feasible for you now? I remember you were having trouble idling earlier in the week..

Ttys,

Quake2World
http://quake2world.net

December 29, 2007 - 20:26pm

I can't idle because my dad doesn't want me leaving my computer on... like, ever.