The Zbuffer maya MD5 exporter does work with Maya, confirmed. Maya ASE exporter from zbuffer also works, but I am uncertain whether exporting vertex colors works atm.
One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
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Show posts MenuQuote from: motorsep on October 30, 2014, 12:17:36 PMEdit: Yes, I didn't understand what you meant at first, but I think you are describing the basic method of creating the brushwork, which is the same in both cases.Quote from: aphexjh on October 30, 2014, 11:55:05 AMYep, but first you carve out room, then add brushes to build inner walls/doors/etc. Unless they changed that concept in UE3/UE4.
subtractive: traditional unreal engine style, you carve spaces out of a big block
QuoteNot quite. Subtractive mode also is an infinite space of nothing, but a giant cube brush was added, which fills the entire space covered by the grid in the 2D viewports. It's just a hack for people who don't want to adjust to UE3 starting out with an empty world. (UE1/2 started with a filled world.) But like all hacks, this comes at a price - in this case way longer lighting build times and losing the option to create an outdoor map. And "outdoor" here means even maps with indoor-only gameplay if there are with windows.The picture from my previous post is what it shows in the UE3 editor when you make a new map. it is also the method showed in the 3dBuzz intro to UE3 tutorials.
Quote"doom 3 isn't so widely used in the industry, but the package isn't a dealbreaker. software can be learned, and if you can become proficient in one engine, you can become proficient in another. having said that, if you can find out what software your target companies use, and make yourself familiar with it, that can only stand in your favour. a lot of companies use unreal 3, so that's a good place to concentrate some effort."
Quote from: solarsplace on October 27, 2014, 08:53:42 AMI have been aware of your mod for a long time, since doom3world, it has always looked promising. Your reply was helpful, yes, thank you. I mentioned it in the original post because your team has put so much work into the mod that it bears mentioning. Keep up the great work.
We have gained a few followers on ModDB and I suspect it has only been noticed on this new fine forum due to the early stages of the forum and relativly few posters.
Quote from: nbohr1more on October 26, 2014, 12:42:50 PMnbohr1more, thank you for your reply. There are so many things I would like to talk about in response to your post. The assets and existing game, which are very alien-like, do lend themselves toward that style of gameplay and level design. I don't think it has been written-off, but i take your meaning, and I agree that Doom 3 does not benefit from the same audience numbers as some other communities, which has a lot of effects.
A final take is that modders looking at Doom 3's asset base often overlooked the organic "Hell" assets and focused on
the sci-fi assets that make up the majority of the game. With that perspective, much of what could've been done with
the game was waylay-ed in favor of seeing the platform as only being a good fit for claustrophobic "Aliens" style mods which
would be hard to distinguish from minor Doom 3 tweak mods. The modding community mostly wrote-off Doom 3 save
a dedicated elite coding crew who knew that it had far more potential than it was given credit for. These folks posted
all sorts of ingenuity at Doom3world but almost none of it was adopted by actual mod-game designers.
Quote from: nbohr1more on October 26, 2014, 12:42:50 PMWith an existing IP, you don't need to convince other developers that your dream idea is one that they should help come to fruition.Wow, this, so much this. I am sad to say that this is one of the most relaxing aspects of working alone. I have worked on a few teams, mostly smaller games using unity3d for school, but it infuriates me so much when someone doesn't show up to meeting for 2 weeks and then says they don't like the game anymore, or they talked to their Uncle Virgil and he thinks the character should be a cyborg. Guess what Virgil, I don't give a fuck.
Quote from: BloodRayne on October 26, 2014, 04:10:12 AMBR, really awesome post here, such a great insight into the Hexen mod, I love all the work you guys have done. Its a shame that the old forum was dissembled, it would have been an interesting read/resource. Obviously you don't need me to tell you that you have made some amazing mods. I think its natural to enjoy something that comes from your imagination more than recreating something that already exists, but this is coming from someone who spent many days remaking CS maps, so it's all about what motivates the individual. I don't know if you have heard of the tests done on Orb weaver spiders with lysergic acid or certain blood serums, but I find them to be a profound corollary of my own behavior, so that is probably worth mentioning here. Thanks for the reply.
Grimm showed me that you can get a 'big' audience based solely on the merits of the game and not it's name and that feels plain good.
Quote from: oneofthe8devilz on October 25, 2014, 04:59:41 AMI think that making a shorter and more interesting experience is feasible, and I think there might be a market for it. It's when I try to make a magnum opus, on the level of Doom 3 itself that I get into trouble. I do think there is a benefit to working with the stock assets as a base, not having to create enemy and mover behavior and a library of functions from scratch is what makes doom 3 modding (and all modding) so fun. So if the motivation is to create a beautiful and engaging experience with a similar visceral core to Doom 3, I think that the parts are all there. MCS and Venture videos look really awesome. Thank you for all your guidance over the years.
Just like you once said yourself, it is exponentially more comfortable to be "standing on the shoulders of giants" compared to "be the giant yourself".
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That way we get to a number of roughly 30 guys. 30 guys working on Doom3 for roughly 4 years. Simple math tells you that the work of over 120 man-years has been invested into Doom3.
Quote from: The Happy Friar on October 24, 2014, 02:51:02 PMThanks Friar, you're right, and you are also right about the popular IP's bring in players, I just want people to get money for their work. That's what I am getting at. There are ways in other engines for content creators to make money doing what they love, I want that for Doom 3.
Originals are very fun though. Steel Storm: BR & it's DLC are awesome. I tell anyone who likes top down shooters to get it. I also recommend Flotilla by Blendo Games and, if you want a good short story, Thirty Flights of Loving. That's why I'm excited about more stuff by those creators, the current stuff is fun.
Quote from: The Happy Friar on September 25, 2014, 12:19:27 PMthey definitely bare a resemblance, I made a couple versions with a terrain surrounding the town and even making the whole town on a floating island. Neither was ideal, so I stuck with the rigid skybox style of the original, even though it causes some strange occlusion of the map, since it is a large L-shape, it helps make the portal areas into smaller chunks
Reminds me of DNF's MorningWood.