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BNA!

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Everything posted by BNA!

  1. BNA!

    Things to consider when mapping for Doom3

    You can set it in the shader using the "nowshadows" parameter. The surface then wont be affected by shadowing. Click my link the day after Doom3 will be available in stores - I'll provide a proper documentation with the most neccessary shader parameters then.
  2. BNA!

    Things to consider when mapping for Doom3

    As far as I know there aren't texture based lightsources (like the light shaders in q3). This swinglights require a light entity bound to them. I don't know what you mean by adding keyframes to non-game entities, but you can basically animate / script control almost all and everything Doom3.
  3. BNA!

    So, what's your first map gonna be?

    They've said there is no additional "immersion" by adding advanced liquids. In the same sentence they said R.Duffy has added cool realtime reflections for water. Don't understand why everybody things there wont be any sort of liquid in Doom3...
  4. BNA!

    Possibility of expansion pack

    A lack of knowledge covered with cockyness and spiced up with the word "suck" doesn't turn a personal opinion into a fact. It's public knowledge that the Doom3 engine was written with high quality surface shading in mind, not with Tribes style rolling bland outdoor environemnts in mind. Nonetheless you can create pretty impressive outdoor scenarios. As always - just be careful how you place your lights and how you split the map with visportals.
  5. BNA!

    John Carmack - 18 min Video.

    He's doing that since he's around - why does have to get rediscovered as breaking news with every video? He's obviously living a good life - doing what he wants to do, making a good living with it, being happily married... I sense his self esteem is pretty solid to the point where others wish to have only a fraction of it. Ask yourself - would you walk up on stage with a speech impediment?
  6. BNA!

    Monster Info

    In multiplayer.
  7. BNA!

    So, what's your first map gonna be?

    There will be liquids of sort in Doom3.
  8. BNA!

    So, what's your first map gonna be?

    Don't forget the spawnpoint :)
  9. Taken from a TV documentary or the like, don't know: url removed -ling edit myself - copyright violating German site removed from the replies therefore link added back: http://www.doom3world.org/phpbb2/viewtopic.php?t=2666 Quoting myself here: - When monsters desintegrate, only the biological part will, the mechanical parts stay in place. - Very very cool warping effects from some weapons - Stylish dropships - Looking through glass distorts the view a little - Environments are breathtaking! - The attention paid to detail is perfect - The scripted sequenzes, like it or not - are just cool! Don't know whether I want to play Doom3 or watch Doom3... - There's a train sequence - don't know whether the light of the train is HDRI, doubt it, but looks close to it! - Nice small 4 pedal maintainance bots walk around - Plasmagun looks realistic (weapon model) and the effects are wow - The beloved fatty can hold a wrench to hit us harder (well not "can" but one variety holds it) - Lost Souls in motion are anything but edgy headed - forget about the stills - Hellknight shoots plasma whatever balls at you, just as he should - The BFG is a monster of a gun (assuming it was the BFG I saw) - Trites are pretty small - Everything looks perfect, everything
  10. BNA!

    There's a new Doom3 clip floating around

    There is no German vesion. It's just that certain German sites don't give a damn about copyrights.
  11. BNA!

    There's a new Doom3 clip floating around

    It's frontpage on Bluesnews: http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=50145
  12. Tim Willits said years ago that they'll limit mp to 4 players, but since it's very easy to change he assumed the first mod to come out will be an 8 player modification. If it's anything like in the alpha version, you just edit a line of text.
  13. BNA!

    There's a new Doom3 clip floating around

    I've removed the link from my thread - may you be so nice to mail activision or id software to remove the link to them from the offical doom3.com site as well ;) Just joking.
  14. BNA!

    Doomkart

    id software said they would include some sort of vehicle code, so you might have a good start.
  15. BNA!

    So who's going to edit for Doom3?

    Might consider a very short visit here: http://www.doom3world.org/phpbb2/viewforum.php?f=25 I'm a huge LightWave fan myself.
  16. BNA!

    Things to consider when mapping for Doom3

    Thanks for your additon! I haven't commented on things I can't or which are non-technical. Based on alpha experience and by maintaining the easily biggest doom3 editing forum during alpha times there are a few things I know and more I don't. One thing's for sure - the engine is very flexible and allows you so many options that making a map fully utilizing the engine is quite a task.
  17. BNA!

    Monster Info

    The game will be out soon, so what sense does it make to rediscover outdated info? I'm sure many people appreciate your work, so you can just ignore my reply.
  18. BNA!

    So who's going to edit for Doom3?

    I can do "everything", but I could be much better at character modelling and UV mapping.
  19. BNA!

    So who's going to edit for Doom3?

    I will.
  20. BNA!

    Monster Info

    There are many more and different monsters in the final game, you'll be pleasantly surprised.
  21. BNA!

    DOOM 3 MAP EDITOR ?

    You can't tone them down since they're just black. Id software wanted to introduce some hard coded console variables for multiplayer. One of them surely is a locked shadows cvar.
  22. BNA!

    DOOM 3 MAP EDITOR ?

    I see. Well, artistically speaking it's harder to light a level with static lghts / lightmaps. But in Doom3 you have to keep your eye on the lightcount in view. To match them up with the geometry shouldn't be hard. Basically you first have to think about lights, then about geometry. Cheating you mean. The idea is take advantage of the lighting and shadowing of a level. I can guarantee you, that they did pull it off perfectly. But cheaters will do what they want to - I don't think they belong into this discussion. Server got hammered yesterday, works fine now.
  23. BNA!

    DOOM 3 MAP EDITOR ?

    Honestly, I don't think I understand you... In Doom3 there are just lights, no geometric lights, no entity lights - just lights. If a mapper wishes so, they could be shootable, swing around, cast a shadow or not, move around, letting them switch on and off via a lightswitch on the wall, letting them project a movie on a theater screen... But after all they're all just dynamic lights (with the expection of an ambient light type which is a totally different story left to discuss after the release) What have model deformations to do with being inside a shadow volume or not? You may want to look at this diagram I've made to illustrate how the rendering of the lights basically works based on a Carmack interview which is also linked there: http://www.doom3world.org/phpbb2/viewtopic.php?p=25354#25354
  24. BNA!

    DOOM 3 MAP EDITOR ?

    Exactely. Rendering very high poly environmets will work in Doom3, but you always have to take as many precautions about light count and placement as possible. I expect the first flood of user maps to suffer greatly from bad light placement and overdone effects. To say the standard maps will be unplayable pieces of graphic-based crap is just silly. To design mp maps for Doom3 you'll have to take care of entities which are dynamically updated for each client, such as moving things, physics objects and switcheable / damageable lights. While in Quake3 all and everything was about r_speeds in Doom3 you have more headwork to do. To simply redesign a good Q3 map in Doom3 doesn't cut it. The unified lighting model and nice physics objects allow you to introduce new gameplay elements which first have to get adapted by mappers. Then we'll see some amazing and fun to play mp maps. There is so much you can achieve with this engine...
  25. BNA!

    DOOM 3 MAP EDITOR ?

    Too true ;) I believe we'll get bombarded with maps heavily suffering from a "swinglight syndrom" or even worse - a "multiple colored overlapping swinglight syndrome". After that we'll suffer from maps so fully stacked with physics objects that your comp will come to an halt if you accidentally shoot the environment. I can think of worse things, but after all that we should see "seasoned" mappers to come up with amazing work, I'm very sure about that. You have to stray away from the idea of mapping everything out in a level editor. Especially Doom3 heavily relies on traditional 3D modelling skills, preferably in LightWave. Once you get the hang of working with LevelGeometry and an increased amount of MapObjects, you'll create more awsome visuals than ever. But there's still the technical side which requires a lot of preplanning - where to put the lights, how to set up the visportals...
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