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HaVoc needs weapons modeler/skinner

Kaz
Kaz
polycounter lvl 18
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Kaz polycounter lvl 18
Hello there! For the past year and a half or so I've been working hard on a Quake3 engine standalone called HaVoc, which aims to be a fun and free FPS, but not an amalgamation of models, maps, and textures as some open source games are. I've had a few people donate and construct weapons models, and I've tried to make them myself, but the general results lack consistency and quality (and I can't do everything myself).

Basically if you'd like to help out, you'd be constructing and skinning the following list of weapons:

Pistol (http://www.airsoftatlanta.com/images/uhc_uhc_black_jpg.jpg or similar)
SMG (http://www.airsoftatlanta.com/images/utg_spring_beta_jpg.jpg or similar)
Shotgun (http://www.airsoftatlanta.com/images/new_shotgun_1b_jpg.jpg or similar)
Rifle (http://www.airsoftatlanta.com/images/spring_m14_jpg.jpg or similar)
Rocket Launcher
(http://kaz.quakedev.com/weapons/rocket_launcher_1.jpg or similar)
And a grenade of some sort
(http://members.shaw.ca/dwlynn/british/L2A2.jpg)

You can read more about the mod at the website, linked below, or at the moddb page, which is linked to on the website. (in other words click on the site :P)

Here's some of the latest media, the website is rather out of date ATM smile.gif:

sample2.jpg
testshot.jpg

http://kaz.quakedev.com
kaz@quakedev.com
#havoc on irc.anynet.org

I look forward to hearing from some talented individuals!

Replies

  • Kaz
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    Kaz polycounter lvl 18
    And to clarify:

    Models will only require/utilize a diffuse map, but can range up to 2500-3000 polygons and use 1024x1024 textures.
  • Unknown Subject
    5000 poly count in q3? ouch, prepare to have serious problems.
  • Kaz
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    Kaz polycounter lvl 18
    I've had stupidly high poly counts on screen at once (100k) without too much of a drop in FPS or any weird engine issues. And 5000 certainly isn't a requirement. wink.gif
  • Unknown Subject
    Have you tested these very high poly counts on a 10v10 multiplayer server? You will find q3 will simply die rendering these models in quantity. The engine isnt designed for it.
  • Kaz
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    Kaz polycounter lvl 18
    Here's a test shot of about 10 bots each with a 2500 poly weapon, and there are several more running around to the left (from an early version of the game):

    http://kaz.quakedev.com/junk/polytest.jpg

    There is a noticeable hit on performance, so I'm glad you brought it up, a more reasonable cap of 3000 or so would be better, but it should be noted that the situation in the screenshot is pretty exaggerated.
  • Unknown Subject
    2500 sounds about right for a game with such eye candy (nice maps btw) and i guess it depends on the gametype but yeah, mix that with the client handling a netcode, plus use your own character models which will definately have a higher polycount than the sarge model, things get a little sticky.

    Remember to make 2 models of each weapon, one that you see first person and another that you see third person, the latter should be at least half the polycount. This will solve a lot of lag issues as there is less to render.

    If you have the time and are interested in making realistic urban maps, give me a shout on our website, we are always looking for good mappers.
  • Kaz
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    Kaz polycounter lvl 18
    If anyone is still interested, I have a working alpha that you can test, just PM or email me.
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