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Zajac
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Thursday, May 11, 2006
I think you should try to make terrain destructable, even in sucha way as in worms 3d, beacause without destroyable terrain, some attack just won't be the same as they should be, as a ref I give you the screen with tien's special technique, it was when he was hanging cell out off android 18, and if not destroyable terrain, there couldnt be sucha role play, look at this
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Andreyesf
Sugar & Cocaine
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Thursday, May 11, 2006
*laughing out loud* this is a good sugestion but think like this HL2 cannot have desctructable terrain like this how can a quake 3 that has apeeard 589 years ago do destructable terrain like this ?
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Dan the Rebirth
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Thursday, May 11, 2006
hmmm...if they can make the thing with the water, they shut also can make holes like that....q3 has a good engine, and now where the source code is open they can add everything they want, like the other poo zeth and co wanna add
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zane
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Thursday, May 11, 2006
Well... I think it's hard to do it but it's possible to code it I think.
And didn't Zeth said allready that there will be destructable terrain?
But you shouldn't be able to destroy anything on the map I think... cause after a hour... there's not much left of the map :X
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Alex
ZEQ2 Effects Programmer
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Thursday, May 11, 2006
The Halflife 2 engine doesn't support it because they never tried to support it. It does support realtime changes to the heightmaps of terrain brushes, I think, so you could simulate it in it. Quake 3 however is opensource and can do whatever Rio can code in.
There's been a few threads about this before, I've mentioned some reasons why Quake 3's standard level format and the way it handles them would cause a lot of problems with realtime Geometry Modification, so would need to be replaced but they certainly ain't using standard BSP brush maps are they?
Suffice to say, it's more than possible, but don't get your hopes up.
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Andreyesf
Sugar & Cocaine
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Thursday, May 11, 2006
Let Zeth decide if it will be destructable terraint or not
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Dan the Rebirth
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Thursday, May 11, 2006
hmm...I think the distructable maps would be cool on one hand....but man...we need to colect the dragonballs more than 1 time in a year to re-new the planet....so I think it would be a cool feature but strange if still everything is destroyed when you re-enter the maps some days later....
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Alex
ZEQ2 Effects Programmer
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Thursday, May 11, 2006
Sugar & Cocaine wrote : Let Zeth decide if it will be destructable terraint or not you are not
I'm explaining what I know, which certainly is more than you.
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zane
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Thursday, May 11, 2006
*laughing out loud* Sugar & Cocaine... did Alex said anything wrong? I don't think so.. he is absolutly right. I mean you write without knowing anything HL2 and Quake3 engine are a lot different oO
And Quake 3 is open source since about 1year or so so it's a lot easier to code for it than for HL2
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Zeth
ZEQ2 Programmer
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Thursday, May 11, 2006
I'm explaining what I know
Al knows.
*laughing out loud* this is a good sugestion but think like this HL2 cannot have desctructable terrain like this how can a quake 3 that has apeeard 589 years ago do destructable terrain like this Very Happy Smile ?
There are many methods already available for terrain manipulation :
-- Voxels
-- Mesh Deforming
-- Heightmap Manipulation
-- Clip Masking
-- etc.
As Alex said though, you have to consider the pro's and con's of using such methods. Quake 3 is based on a BSP map format, which would almost completely need to be reworked from the ground up to FULLY implement some of the methods.
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Dan the Rebirth
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Thursday, May 11, 2006
welll I think someone of the team sait that already: first we gona release the game, and than we may make a update with destructable models and maps
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