I've been working on making my own little mod recently.
I feel that I've been makeing a decent amount of progress. Especially for the time I've put into it. The HUD, font, gun model, and hand model are not mine. Those elements came with the engine. But everything else is my own original work. I made the textures and models for a screensaver that I made for my office a while back. Now I'm recycling them into a mod, to get some practice in polishing projects and work on level design. (office environments make somewhat bland, but easy levels)
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Otherwise, this is great! good luck with the mod. Which game are u modding though?
Oh, and some windows would be nice !
The engine/game is opensource and can be found at http://sauerbraten.org/ for Windows, Linux and Mac.
The only bad part about this engine/game is the 3d models. It excels in every area except that :-P.
At the moment, though, it is meeting my needs. The level editing is way, way faster than any other engine I've used. And being able to actually construct levels within the game environment makes it a true WYSIWYG experience. I'll post some shots of the models I constructed later.
As to your comment about using the engine to construct most of my objects...it might actually be better for me to construct the cubicles using the engine, rather than importing them from md3 files. I will have to experiment and see if there is any performance advantage in this method. The more detailed items, such as the chair, keyboard, and mouse, need to remain as imported 3D models. But it could be rather advantageous for me to change how I handle the cubicles themselves.
I've only been using the engine for level construction so far. All of the 3D objects in my little mod are md3 files. I have noticed a dip in framerate when md3 models are filling the screen. The game is still ticking over at 60 fps though, so I'm not too worried. Since I'm constructing what is essentially a recreation of the office I work at, the complexity of the levels does not have to be very high. Getting the md3 files running in the engine was a lot easier than I had expected. (always a plus) I haven't gotten any animated models into the engine yet. I imagine that will be a much greater challenge.
He's a plucky little fellow!
Grrrr....unfortunately, you have to right-click and save as to view it. Also, I really don't want to embed it in the page. It isn't polite to embed multi-megabyte files on a messageboard. Sorry for the inconvenience.
I already have a low-poly version generated, complete with UV mapping. screenshots will come later. He's been bouncing from one game engine to another for a little while, so I haven't been able to nail anything down for certain on him.
I've actually managed to re-skin the GUI of Sauerbraten. For the most part, its just been a re-skin. I didn't change the actual style of the GUI. (with a few notable exceptions) I haven't settled on a particular style for my mod, so I didn't bother changing it too much. All of it is my own creations though, I didn't sample at all from the existing GUI elements.
Since I'm planning on having this mod focus on zombies, I decided to go for a green theme. In hindsight, it would probably look good with a "Polycount" mod. But that's another project, for another day. (or perhaps year)
Grrrr...having trouble with my image hosting.