Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Editing the Q3 engine...

Page: 1 of 1
 KirKanos
02-18-2002, 1:06 PM
#1
Hello,

I have some "limmited" experience with the various editing programs out there (3ds MAX, Rhino, ect.) what I am wondering is what in your opinion would be the best for editing the Q3 engine? I wish to get an early start on expanding this excellent game. Any advice would be greatly appreciated. Thank you.

Kir Kanos
 Roger
02-18-2002, 1:14 PM
#2
this belongs in editing... Or check out the Jedi Outcast mod central here (http://modcentral.jediknightii.net/)
 Dorvo
02-21-2002, 10:53 AM
#3
What kind of editing are you talking about?
Mapping? Modelling? Coding?
For mapping, use a version of Radient.
For Modelling, Milkshape 3D seems to be the best right now, although I like using GMax for modelling stuff.
As for coding, the only way you really can go is with Visual C++... unless you can get DevC++ to work with Visual C++ projects.
 UniKorn
02-22-2002, 3:05 AM
#4
I just started fooling around with gmax and it is actually very good.
 Dorvo
02-24-2002, 12:21 PM
#5
Yeah, I use it for all my modeling now.
It's pretty powerful. :)
 Major Clod
02-26-2002, 8:29 AM
#6
I use 3D Studio Max R3 for modelling and Character Studio for Animation. I have tried Milkshape but I still find 3DS Max the best package to use.
 UniKorn
02-27-2002, 3:54 AM
#7
I only use milkshape to apply my skin.
 aazell
02-27-2002, 5:23 AM
#8
Hi all

I am new to this malarky so bear with me.

I've been playing around with Gmax and it's good fun and fairly easy to use. There's a game pack for quake 3 so that you can export your models and skins into quake 3 but does anyone know if this will be compatable with JKII?

Are the game packs specific to a Game or to an Engine?

thanks in advance
 Dorvo
02-27-2002, 11:19 PM
#9
I'm pretty sure that Outcast model structures will be based on Quake's format, but with modifications done, like new tags, better animation, etc.

It's difficult to tell right now without the game out...
 UniKorn
02-28-2002, 1:34 AM
#10
Yep, other animations, more polygons, ...

Yummy ;)
 Anakin
02-28-2002, 2:52 AM
#11
Also means more headaches for us :p
 UniKorn
02-28-2002, 9:55 AM
#12
Actually, no. It means more options to move your model, less skeletal animations that you have to do yourselves and less headaches about decreasing polycount. The real headache and problems will come from making sure everything looks stunning and has the right amound of detail.
 Dorvo
02-28-2002, 9:33 PM
#13
Exactly.
Man! I'd LOVE to see the code for this game!
 UniKorn
03-01-2002, 6:49 AM
#14
Dorvo, which mod team are you working for? Because your name rings a bell but I don't know from where.
 Dorvo
03-01-2002, 12:00 PM
#15
I'm the guy working on LaunchEd for EF. :D
I post on the Raven Mod board from time to time.
 Dorvo
03-02-2002, 3:03 PM
#16
I also wrote the MANY versions of the launcher for the TOS Weapons mod. :D
Page: 1 of 1