Hi guys finally decided to come over to the new boards with a little suprise. Like all things decided to move rol with the times and port the mod from quake 3 over to Unreal 2004.
This is mainly so we can get our vehicles into the game alot nicer and without ridiculous coding. So with saying that I'd like to share a few bits and bobs, introducing a Ecto1 and the brand spranking new Delorian. Both are driveable the Delorian is hot of the presses much thanks to the new coder / modeller at rol
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Big Delorean fan! Made 2 models of it
http://www.xs4all.nl/~tetsuo/images/Delorean%201.jpg
http://www.xs4all.nl/~tetsuo/images/Delorean%202.jpg
And uber low poly:
http://www.xs4all.nl/~tetsuo/wip/vehicle-special1_lod-sheet.jpg
What's the triangle count on those cars?
MoP
Switching to UT2004 NOW? Wouldn't it be wiser to wait for HL2 to evaluate that first?
If we wait then we have to find a capable programmer and update almost everything where at the moment we can update some items which require it and progress with work faster.
Finding a coder is like finding the holy grail I don't really want to waste the opportunity especially when the Unreal engine is still capable of producing great results.
(wasn't there something about a scotsman ripping your throat open if you call him a brit?)
I didn't mean to say anything wrong lol
nice lkraan uber low poly rules! Don't suppose you've got time to help texture the RoL Version ? :-o
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Time I don't have but I can send you the skin I made for the higher poly 1. Here's it at 50% and I still have the PSD with loads of layers including the wires...
http://www.xs4all.nl/~tetsuo/images/Delorean%20skin.jpg
hmm this unreal ed ain't such a bad thing
I would probably split the mod into two (RoL q3, RoL ut2k4) for audience's sake, also with q3a going open source by the end of the year (as carmack said) you could possibly make the mod a standalone game :P
Vehicles aren't everything you know but I do understand the significance of that Delorean.