Cant think of much current games that come with support for custom stuff. But starcraft 2 might be interesting? I hope crysis 2 will have a easy pipeline to get custom characters in it.
problem is.. playing ut3 is suuuperbooooring for me.. so I might stay with fallout3 ..
There is an fantastic tool which can extract models and bones from unreal engine games but the problem is to get the stuff back in.. gears 1 for example .. they even provided a 3dsmax file of the player model but also implemented a file check so you aren't able to PLAY with a new model the game..
i'm enjoying the sc2 galaxy editor atm.
took a few hours to figure out the sc2 textures format and data editor, but the overall time to produce a map or custom game is relatively short compared to other games :P
i like having fast results
you can create your own unit models including abilities and effects, too.
You could make new player models for Darkplaces Quake. I've been working on stuff for a friend's mod, but haven't done any player models yet. It's a feature-filled co-op mod that uses custom Quake2 player models at the moment. I did get a monster in, animated and working fine, using the custom IQM (Inter-Quake Model) format. None of the screenshots really do the engine justice - it has great rendering on properly normalmapped models. Material information... I think IllFonic may have started with it but then they switched to Crysis3 and now I think they're using Unreal3 for their game.
I wish it had full rgbgen support (in the q3 shaders). It's pretty easy to do one-to-one replacement (even with fully new animations) on the old models, though. And you can still do basic shaders for effects and such using the q3shader implementation as it is.
Another challenge would be to code your own IQM exporter for whatever app you use. Blender doesn't actually have any control over vertex smoothing other than a flat/smooth flag on each face, but there is no grouping so it's pretty useless in that respect. The IQM exporter actually pays attention to it though, so if Blender could do smoothing groups then it would be set.
Blender doesn't actually have any control over vertex smoothing other than a flat/smooth flag on each face, but there is no grouping so it's pretty useless in that respect. The IQM exporter actually pays attention to it though, so if Blender could do smoothing groups then it would be set.
Marking edges as sharp then using the Edgesplit modifier fulfills that IMO
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Since UT3 there really hasn't been anything new that custom players at all, at least officially.
Don't know if Brink's doing anything about it (most likely a big fat not)
There is an fantastic tool which can extract models and bones from unreal engine games but the problem is to get the stuff back in.. gears 1 for example .. they even provided a 3dsmax file of the player model but also implemented a file check so you aren't able to PLAY with a new model the game..
Fantastic art development workflow. Very easy to import models and adjust materials.
In fallout3 you have enough to carry any standard art-asset with, diffuse texture, normalmap, specular, illumination if needed etc.
If you just want to experiment with some custom shaders then unreal engine.
Also I don't like the animations of fallout3 :shifty:
All in all I want to play the game with my model... So just getting UDK and putting my model in is not what I'm looking for.
took a few hours to figure out the sc2 textures format and data editor, but the overall time to produce a map or custom game is relatively short compared to other games :P
i like having fast results
you can create your own unit models including abilities and effects, too.
I wish it had full rgbgen support (in the q3 shaders). It's pretty easy to do one-to-one replacement (even with fully new animations) on the old models, though. And you can still do basic shaders for effects and such using the q3shader implementation as it is.
Another challenge would be to code your own IQM exporter for whatever app you use. Blender doesn't actually have any control over vertex smoothing other than a flat/smooth flag on each face, but there is no grouping so it's pretty useless in that respect. The IQM exporter actually pays attention to it though, so if Blender could do smoothing groups then it would be set.
Marking edges as sharp then using the Edgesplit modifier fulfills that IMO
In that case, just apply the modifier.