<strong>[ -> Update]</strong>
<a href="http://www.x-k.ten.lt/">Post Nuclear</a> has updated with news on their current status:
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<br><blockquote>Sorry that we didn't managed to finish PN techdemo on time (as always :). It should be released somewhere in the middle of 2003 year. We have a small problem with exporting our models to md3 format, so we can't include our own models into the game, but in the near future will fix it (or move to another format :). Now we are working on map editor, optimizing engine and finishing game's documentation. Also we have created a audio lib [playing ogg files].</blockquote>
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<br>Awwwww.. And I was hoping they'd stick with the Quake 3 models!
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<br>Thanks to <b>Kaczor</b> of <A href="http://fallout.host.sk">one of those Polish sites</a> for the word!
Post Nuclear update
- Saint_Proverbius
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No you weren't. As someone who's attempted to work with the Quake 3 format (both as a modeller and later programmer) I can tell you it's good for only one thing: Quake 3. It blows major goat body parts when it comes to other game styles. Segmenting is hard to build, animate and looks incredibly ugly, and in the end doesn't win out much over a bones-based animation system in terms of efficiency. There aren't even that many export tools for the format.And I was hoping they'd stick with the Quake 3 models!
IMO, the Quake 2 format was the pinnacle in vertex-position-based animation formats, and was obviously good enough for gibs (since those crazy Lithuanians mention "nice splatter" on their webpage) . If you've played any games made in the past two years, and you liked the gibs, then chances are you like the gibs from a bone-driven model.
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http://dictionary.reference.com/search?q=sarcasmvoodoo1man wrote:No you weren't. As someone who's attempted to work with the Quake 3 format (both as a modeller and later programmer) I can tell you it's good for only one thing: Quake 3. It blows major goat body parts when it comes to other game styles. Segmenting is hard to build, animate and looks incredibly ugly, and in the end doesn't win out much over a bones-based animation system in terms of efficiency. There aren't even that many export tools for the format.
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