Author Topic: FREESPACE Doom III Project  (Read 11573 times)

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FREESPACE Doom III Project
i heard that it is supposed to come with modding tools from a good source.

 
FREESPACE Doom III Project
much did q3 cause i know alot of peeps that had mods for q2 ready to transfer over to q3... ur models are good... u should keep in touch with me, if u got aim/aol im me sometime: Deep Eyes NY ... im about to get my site back up shortly... could use some stuff to host...

 
FREESPACE Doom III Project
i'm open to any ideas too

 

Offline mikhael

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FREESPACE Doom III Project
Quote
Originally posted by venom2506


well, thos damn curves on the Herc2 SUCK MONKEY BALLS ( sorry :p )


This is why I'm not ever planning on working on a Herc2. :D Your fuselage was looking great, though, Venom.
[I am not really here. This post is entirely a figment of your imagination.]

 
FREESPACE Doom III Project
ill be doing a herc2 :)

 

Offline Deepblue

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FREESPACE Doom III Project
You could just use Venom's, it RULES. So does Mikhaels Herc 1.

 
FREESPACE Doom III Project
only with their permission  and giving them the proper credit for making them :)
« Last Edit: January 04, 2003, 09:37:30 pm by 1012 »

 

Offline ZylonBane

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FREESPACE Doom III Project
I'd like to go on record as saying that this is a silly idea, and nothing will come of it.

Making a space sim out of a ground-pounder engine means that you have to write EVERYTHING except the basic renderer. Do you have any comprehension of how much work that is? Try perusing the FS2 source for an idea.
ZylonBane's opinions do not represent those of the management.

 
FREESPACE Doom III Project
ah well this isnt my first mod,  i have talked to programmers about it and they say its very possible,  if there is vehicle code in it too which i have no idea if ther including or not it will be easier also.  I am not concerned about time,  doom 3 is supposed to be very moddable. ok look at it from this standpoint, turn freespace 2 into a first person shooter, upgrade its graphics, and new models.  Doom 3 only have to do space sim code.  isnt it easier to go through doom 3.  i have nothing against freespace 2 projects infact i play a lot of them, but for me doom 3 is the way to go cause ground battles will be easier.  Freespace 2 is a great game and i play it a lot hence thats why i want to take it to doom 3.

What i plan to do with doom3 freespace:

-single player campaign marine and pilot
-3d and 2D HUD for fighter craft
-multiplayer (not sure yet on modes)
-land battles, landings, zero-g combat, and on board ship combat like freespace 1 cutscene.
-3d interactive menu (basicly a level) walk to the tech room, walk to the flight deck and interact with crew.  
-space combat with fighters and capitol ships.  
-possibly control cap ship turrets
-story line 12 years after freespace 2 cant say anything else yet
-3d cutscenes and animations done in the doom 3 engine
-many more things which i want to keep quite for now :)

Well thats what i want to do in my doom 3 project,  i would mod for freespace 2 but for what i want to accomplish this seems to be the logical route for me,  hopefully everyone will understand this.  :)
« Last Edit: January 04, 2003, 09:56:30 pm by 1012 »

 

Offline mikhael

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FREESPACE Doom III Project
Quote
Originally posted by ZylonBane
I'd like to go on record as saying that this is a silly idea, and nothing will come of it.

Making a space sim out of a ground-pounder engine means that you have to write EVERYTHING except the basic renderer. Do you have any comprehension of how much work that is? Try perusing the FS2 source for an idea.


Dunno. They made Q2 and Q3 and UT into flight sim engines too.

I don't consider it a silly idea, but I'm inclined to agree about nothing coming out of it. I will, however, make my hi-poly models available contingent upon seeing some working tech demo.
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FREESPACE Doom III Project
i can understand why people think that nothing will come of this project, many people make mods and they disapear especially on the freespace series, what ever happened to the freespace fps for red faction.  I'm fine with this i am use to taking heat from people about my mods but i can understand this because so many false promises have been made in the modding community and especially when talking about freespace.  When i have stuff to show ill show it, thats all i can say for now.

Other mods i work for:
www.warwickmedia.com
http://mods.moddb.com/595/
http://mods.moddb.com/724/

just to give you guys an idea of what i have been doing before i came here.  I don't give up easily on something that i really want to create.
« Last Edit: January 05, 2003, 11:01:17 am by 1012 »

 

Offline ZylonBane

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Quote
Originally posted by General Yoda
what ever happened to the freespace fps for red faction.
Red Faction happened to it. :no:  If they'd picked Half-Life as their platform, it'd probably still be kicking.

Have you done any FS2 mission design or modding? Still seems like you don't realize how much work you're setting yourself up for. You'd be better off forgetting about the flight sim part (since anything you could come up with would be a pale imitation of what Volition created), and concentrate on the ground-based action.

(shudders at the thought of creating Freespace missions in D3Radiant)
ZylonBane's opinions do not represent those of the management.

 
FREESPACE Doom III Project
by the way i think the doom 3 alpha leak came with an editor as i have been hanging around the doom 3 forums too.  Well i guess i will just have to prove it with work.

 

Offline Nico

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FREESPACE Doom III Project
Quote
Originally posted by General Yoda
only with their permission  and giving them the proper credit for making them :)


oh, yeah, sure, but:
1) not completed ( tho if you need it, I can complete it easily )
2) the 170 000 polys limit per model is great, but doom3 meshes don't  even use 15000 polys, for a reason: no pc could handle that, if the engine can.
3) well, my herc2 is not meant for being used in real time, read you have intersecting and two-sided polys, procedural mappings, textures overlay, etc etc. would need major touch up.
SCREW CANON!

 
FREESPACE Doom III Project
also you have to remember that standard doom 3 level use a lot of brushes for walls and things which actually are a larger source for lag.  Now in space what i could do is just have models (asteroids etc),  this would leave more resources open for models, and to keep people in a resonable area make the level as big as needed but have a script to turn the ships around when they leave the combat area, also i could use a smaller scale for models which would open up levels and make them larger.

 

Offline Nico

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FREESPACE Doom III Project
Quote
Originally posted by General Yoda
also you have to remember that standard doom 3 level use a lot of brushes for walls and things which actually are a larger source for lag.  Now in space what i could do is just have models (asteroids etc),  this would leave more resources open for models, and to keep people in a resonable area make the level as big as needed but have a script to turn the ships around when they leave the combat area, also i could use a smaller scale for models which would open up levels and make them larger.


no need for that, do it the good old way: when you go past the 60 km limit: boom! "player died from a colision with player" :lol:

oh, and I prefer larger ships to smaller ones, I hate small ships, looks like toys.
SCREW CANON!

 
FREESPACE Doom III Project
well it depends whats best for the engine,  like for the half-life ralley mod they scaled everything down but it looks normal :)

 

Offline Rictor

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FREESPACE Doom III Project
after skimming throught the thread lemme just say:

COOL

my only doubt is that doom3 is not meant (afaik) to handle huge outdoor environments. i mean i'm sure it could, but can it run smoothly?

anyways looks good so far. try contacting the freeespace:FPS crew as i remember they have some reference pics etc etc. they had kinda the same idea, so though i doubt it will be finished, you could incorporate their ideas into your mod.

anyways, whats the current polycount on the SHIPS you're making? i doubt doom3 can handle 170,000. it juist looks like that, though its actually much lower, right?

keep us posted man, and since you still got maybe a year or something, consider making some ships for use in current fs mods eh?eh?

 
FREESPACE Doom III Project
Yes i read on one doom 3 site that the max polys that it can handle per model is 170,000 polys.  Also i have considered giving low poly version of ships i make to fs2 mods since it wouldn't hurt.  I'm almost certain doom 3 will be able to handle it cause for the space missions thre will be really no brushes for the maps just models.  Ill keep everyone posted on what happens around here so don't worry.

 
FREESPACE Doom III Project
here are some updated picks of my shivan basilisk, theres more detail but its hidden ill have better renders tomarow: