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Can you try to make mobile phone terminal ZEQ2?

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DBZ2 View user's profile Send private message

Reply with quote Saturday, November 26, 2011

I found this game I try to modify the model inside the computer can open format is MD3 engine Quake 3

The ZEQ2 engine is Quake 3?

Open the Pak which is a data and model

Look forward to see in Android ZEQ2

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Saturday, November 26, 2011

ZEQ2-Lite uses the IO Quake 3 engine, not Quake 3. I'm not sure how much of a difference that makes, but I'm sure someone who's looked at the code carefully between the two would say it makes a difference.

Edit: And for your information, the engine has been so overhauled, it's practically not the same engine anymore, from my understanding.
/Edit

Regardless, the main problem with converting ZEQ2-Lite for compatibility with a mobile platform such as on Android, isn't so much the engine, but size. Currently, ZEQ2-Lite takes up over a gig of space, which most android phones don't have that much free space to be able to support.

Essentially, all the models and textures would have to be scaled down drastically in resolution/polycount. Texture resolution would be smaller, model detail level needs to be lowered, and most of the effects systems would probably need to be toned down to limit graphical lag(since phones are not quite as powerful as a standard PC yet). Not even mentioning that all the maps would need to be completely remodeled to account for much lower upper poly limits.

That's not even to mention the question of how to rework the interface to function without a mouse and keyboard, so a new user interface would need to be written, possibly from scratch, unless we could scavenge code from another project that's done it already...

Kos View user's profile Send private message

Reply with quote Saturday, November 26, 2011

now stop blabering and get to it Twisted Evil















Postscript: obvious joke, but still... would be nice to see it in the android market for my Galaxy S2 Cool

LegendarySS4 View user's profile Send private message

Reply with quote Saturday, November 26, 2011

Would be nice for Desire HD.

Linkxp500 View user's profile Send private message

Reply with quote Saturday, November 26, 2011

Would be nice to stop complaining and attempt to accomplish these objectives. Rolling Eyes

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Sunday, November 27, 2011

Linkxp500 wrote : Would be nice to stop complaining and attempt to accomplish these objectives. Rolling Eyes



The problem is that for such an objective to be plausible, you would need a dedicated development team to work on it for it to get anywhere within a reasonable timeline. Simply saying "just do it" isn't going to get it done unless you can assemble enough people who are willing to see it through.

If you really want to see it made for the Android OS, then try recruiting some folks to help you make it, but don't expect them to just make it for you.

Go online and do some research(gathering refs, like Mima does so effectively), learn some coding(Brad has been considering another learning session for coding), try some 3ds Max or Blender tutorials(TRL has been having learning sessions as well with 3DS MAX, but the principles are similar for many modeling/UV mapping techniques, I'm sure), learn some of the basic tools and functions in Photoshop/Gimp(you don't need to be an artist for all aspects of texture generation, such as rescaling or setting up cel bands, or what have you), or draw up design diagrams and/or Game Documents(which essentially spells out the main features of a game and how to achieve them where applicable. Essential to know the ultimate goal of a project so the team can aim for something specific instead of generalities).

There's a lot more to a successful game than just the artists and programmers. You need people who can bridge gaps, and spur things along, as well as help in areas that others don't specialize in. If you ever paid attention to the credits listed in most commercial games, there's a lot more roles than just artists and programmers. They're some of the most crucial for the visual and mechanical side of things, but they're far from the only ones on the team. Even artists and programmers need help sometimes.

I'm not trying to be rude, or insult anyone, and I hope no one sees this as some elaborate rant(And I understand that some of you may have been joking with your "but just make it" type comments Razz). I'm only trying to point out that it's a serious decision if you truly want to see something like this made. If you can get a team together that's truly dedicated to a project of this magnitude, I wholeheartedly support you and wish you and your team the best of luck. Just don't expect someone to just make it out of the blue and hand it to you as a finished product; there's much more to game development than that.

Linkxp500 View user's profile Send private message

Reply with quote Sunday, November 27, 2011

I understand that it would require a ton of work to get this done, but the two comments before my own stated that they'd like it to be done, an attitude of "It'd be cool to try sometime" instead of "I've got to get this done."

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