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NabaKonvecit
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Thursday, September 13, 2012
I heard that the game is Ascending to unity 3D? right?
if so then would it not be idiotic to make maps in GTK radiant/ net radiant and start making them in
unity 3D which would make making maps so much easier but making characters harder because of the fact that you would need to re do almost everything
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Shenku
RiO Incarnate
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Thursday, September 13, 2012
[quote="NabaKonvecit"]I heard that the game is Ascending to unity 3D? right?
if so then would it not be idiotic to make maps in GTK radiant/ net radiant and start making them in
unity 3D which would make making maps so much easier but making characters harder because of the fact that you would need to re do almost everything
Actually, it doesn't make making characters harder at all, it's actually a little easier, and much more flexible than IO Quake's engine is in a few ways. The only thing different, is maintaining consistency with the bone structures and bone names. Otherwise, it's a fairly similar process. You also don't need to write down animation sequences and put together an animation.cfg file, I don't think, because the animation files are exported and handled separately from the character files themselves(as part of the idea to share similar animations amongst multiple characters since it streamlines character development some).
As far as stopping work on maps for ZEQ2-Lite in Net Radiant, I think that was the intention that Skatter and Brad had in mind when they began trying to refocus the community to help with ZEQ2 instead.
If everyone would follow suit and shift over, the game we all came here hoping for will get created that much faster, since most serious work for ZEQ2-Lite, aside from character addons and maps, has been postponed in favor of ZEQ2's having resumed development.
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NabaKonvecit
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Friday, September 14, 2012
true to that shenku plus we need to encode more stuff to unity plus what's bugging me is how to make the game multiplayer with unity because I still wasn't able to make a multiplayer game where you can select the host like in zeq2lite but I found this website where they made a game that actually uses the multiplayer function in unity www.nplay.com/begone
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Skatter
#*&@%!
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Friday, September 14, 2012
Shenku wrote :
As far as stopping work on maps for ZEQ2-Lite in Net Radiant, I think that was the intention that Skatter and Brad had in mind when they began trying to refocus the community to help with ZEQ2 instead.
Bingo. At least as far as my part was concerned here, the idea was to get people to stop "spinning their wheels" on ZEQ2-Lite, as development has ceased beyond these addon packs for the most part. So true development isn't happening in that sense.
ZEQ2, on the other hand, has been handed a second wind. So really it was just a call to all of the talented people of the forums to adjust, so that we could get ZEQ2 out that much quicker.
As of yet, only a couple of people have really responded to that, but I'm optimistic. Hopefully these addon pack creators will see that there's more to gain from working on this new direction soon. I think then we'll see a greater influx of enthusiasm and motivation, and I don't need to tell you that more hands on deck means speedier results.
But Shenku really has answered your question to the fullest, Nabako. Brad has done and is doing as much as possible to make the transition to Unity an effective one. Arnold, too, has put an unbelievable amount of effort in. ScifiSpirit and Maszek, as well! I think the thing we could use the most (and we needed this with ZEQ2-Lite, anyway) is someone who can rig and animate.
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NabaKonvecit
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Friday, September 14, 2012
well I can rig any model but I can't animate the model to the recommended level as you can see from my past experiments I could not make a professional animation for simple models but I can rig the models nicely
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Zeth
The Admin
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Friday, September 14, 2012
if so then would it not be idiotic to make maps in GTK radiant/ net radiant and start making them in
unity 3D which would make making maps so much easier If the maps are done in 3dsmax first (as has been recommended multiple times on the forums), then the transition between either engine will be a breeze.
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