Author Topic: Project RC II  (Read 42433 times)

VodeAn

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« Reply #15 on: May 02, 2007, 05:11:17 PM »
I'm hopeing for the graphics to be next gen, so how am I doing?
« Last Edit: December 31, 1969, 05:00:00 PM by VodeAn »

Shockjaw

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« Reply #16 on: May 02, 2007, 05:52:04 PM »
Quote from: "VodeAn"
I'm hopeing for the graphics to be next gen, so how am I doing?

OMG that is amazing I am now drooling on my keyboard [omg my keyboard is getting messed up)
« Last Edit: December 31, 1969, 05:00:00 PM by Shockjaw »

explode

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« Reply #17 on: May 02, 2007, 06:58:20 PM »
Hmm, nice, but you should maybe invest in some slightly higer-poly models..
« Last Edit: December 31, 1969, 05:00:00 PM by explode »


DooFi

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« Reply #18 on: May 03, 2007, 08:40:24 AM »
First of all the screens look pretty good! Congrats.
But:
You are wanting too much. Its NOT next gen. How do you define next gen?! The UEngine2 is NOT next gen. It has great possibilities and you can certainly modify it until it's pretty next gen, but you can NOT make a next gen game out of RC by putting in some new textures, trust me.

Stop the Ultra-HD-Next-Gen-Kiddie crap and start working on good maps! What you have there are probably maps far beyond the avarage quality on this forums, but (though the screens don't show too much a map ;)) it's neither "next gen", nor commercial RC quality. And thats no offense... You just simply cannot make commercial quality maps in this time. Let alone SP maps! Dude, take your time when you're making maps. Look at maps from the UT community. They sometimes suit months one one good looking, sound Map with well thought out gameplay. And these maps happen to be for Multiplayer! And what are you doing? You're trying to pump out SP stuff like hell with custom everything, script stuff, new voices even! And in the end it turns out like 99.5 percent of all mods:
Unfinished crap that falls into oblivion sooner or later. That is because most mod-teams obviously do not know what they are facing. Modding is hard work and its much work. And its work you need talented, specialised people for. There's a broad range of different tasks to be done and you're lucky if you find one who's good at 2 of them at the same time. It's modding, not professional development at an EA studio, where are only people hired who can model, texture and animate at one go. In the modding scene you very often have one or more people to do each of these tasks. Because modding scene does not (in most cases) consist of professional teams, but of passionate amateurs who have real jobs too....

Quote from: "Shockjaw"
ok I can tell you are a person that needs to see it to believe it

How useful was that posting, huh? You repeated exactly what I said, nothing more, nothing less. o_O
« Last Edit: December 31, 1969, 05:00:00 PM by DooFi »

Hybrid_Soldier196

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« Reply #19 on: May 03, 2007, 04:50:49 PM »
nice arramus  :wink:
« Last Edit: December 31, 1969, 05:00:00 PM by Hybrid_Soldier196 »

VodeAn

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« Reply #20 on: May 03, 2007, 05:28:22 PM »
You are absolutely right DooFi, I cannot expect to make a game all by myself, I have a team about 25 people of whom I converse with face-to-face on daily basis, I'm the lead mapper, I have everybody but animators, they are training as we speak. oh and we are working on better models possibly 2000+ triangles average.
btw, next gen is not officialy unreal 2 but in the end next gen is what the game looks like, not what the editor is.
« Last Edit: December 31, 1969, 05:00:00 PM by VodeAn »

explode

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« Reply #21 on: May 03, 2007, 07:01:06 PM »
Quote from: "VodeAn"
oh and we are working on better models possibly 2000+ triangles average.
.

     Only 2000? The average player model in RC now has about 4000, and the average next-gen game has about oh, 1,000,000 plus (UT 2007)
I like the idea of a mod that would extend RC, just don't call it "next gen" when people are going to get the mod and realize that you just spent time making High-poly and High-detail textures, but that your maps are a random jumble that either dosen't support gameplay, or that they cause serious FPS problems on lower-end computers and make them explode....
Also pushing it may expose the limits of the engine, and make it look bad to some people and turn them off to mapping and modding.  
     I do love the idea of an RC 2, but maybe just call this a mod, then see if it entices LA to make a real RC 2.  I hope to see this mod succeed, as my mod isn't really doing too well with just me working on it...
     Anyway, what I am saying is that you may be a little to big for your britches, and you have good ideas, you just need to put your innate sense of detail into maps, rather than just Graphics.
     Just look at Halo, It came out, what 6 years ago?  It's still a good game, because of the storyline and well thought out game play.
Good luck!
« Last Edit: December 31, 1969, 05:00:00 PM by explode »


DooFi

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« Reply #22 on: May 04, 2007, 06:05:23 AM »
Quote from: "explode"
the average next-gen game has about oh, 1,000,000 plus (UT 2007)
lol, do you really believe your pc could handle so many? xD
What you're probably talking of is normalmapping. A technique that is used to make models appear highly detailled, even if they are just simplified low poly game meshes. Artists create one HiPoly mesh with 1,000,000 tris and much more and a lowpoly version for ingame use <10,000 tris. A playermodel in UT3 has about 4- to 7,000 tris. Then they unwrap the low poly mesh and generate a normalmap onto thelow poly UVs. The normalmap is just a simple texture channel. Like an alpha map or a specular map, only colored. The colors then indicate how light is reflected by the texture, or rather in which angle.
The hi-poly model then rides into oblivion and is no longer used. You could use it for render scenes or something, but that needs the mesh to be unwrapped and textured.
Quote from someone who must know:
"Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles."


This guy right here for instance has 5,287 triangles (<-triangles, not polys!)

It's all about the materials, man.


Quote from: "VodeAn"
You are absolutely right DooFi, I cannot expect to make a game all by myself, I have a team about 25 people of whom I converse with face-to-face on daily basis, I'm the lead mapper, I have everybody but animators, they are training as we speak. oh and we are working on better models possibly 2000+ triangles average.
btw, next gen is not officialy unreal 2 but in the end next gen is what the game looks like, not what the editor is.

Next-Gen is using an Engine (not editor) that is Next-Gen (not last-gen). Next-Gen means feeding it with Next-Gen content and with expertise. Next-Gen means materials. Next-Gen means pixel-lighting. Next-Gen means post-effects. Next-Gen means possibilities.
Next-Gen does not mean RC. And it does not mean RC2 or any other "mod" based on RC. Infact, you cant even mod RC truly. You can "edit" it and force everyone to override their retail stuff.

Again: Stop wanting too much and trying to achieve things that beat you. Just deliver a good mod. Nobody expects anything more. Stick to 1024² and 512² maps. Work with a poly limit under 10,000 tris (for something huge. divide it if possible/necessary...) Keep your mind on good and fun game play and movement. Keep your mind on atmosphere. Keep your mind on some small details here and there that makes your world easy on the eyes and enjoyable to look at. Keep your mind on good atmospheric lighting. Keep your mind on continuity (design wise). Keep your mind on not promising what you cannot hold. Keep your mind on getting down to the nitty-gritty.





(I hate "long" postings like this one because i know nobody ready them anyway. I dont do either...)
« Last Edit: December 31, 1969, 05:00:00 PM by DooFi »

explode

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« Reply #23 on: May 04, 2007, 12:48:27 PM »
Hmm, wikipedia does suck....
Any...uhh..yeah..
do what doofi says!
« Last Edit: December 31, 1969, 05:00:00 PM by explode »


VodeAn

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« Reply #24 on: May 05, 2007, 12:02:41 PM »
thanks for the advice i will focus more on gameplay, oh and the 1mil mesh u found was probably put on wikipedia from UDN's unreall 3 information page where their going to list thin as high as possible, so they might say triangles but they just leave out the part where they tell you how it is converted to be alot lower. advertisements a bitch ain't it?
« Last Edit: December 31, 1969, 05:00:00 PM by VodeAn »

explode

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« Reply #25 on: May 06, 2007, 02:07:42 PM »
Yeah...
I just found that out cause I was doing a report for school about the unreal engine (It was the UE2 engine, so I didn't put the 1 million triangles thing in..)
« Last Edit: December 31, 1969, 05:00:00 PM by explode »


CLONECOMMANDER501

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« Reply #26 on: May 18, 2007, 06:46:33 PM »
HOLY ______________________________________________________!


edit: Is that supposed to mean anything or are you just spamming for the hell of it?
//DooFi
« Last Edit: December 31, 1969, 05:00:00 PM by CLONECOMMANDER501 »

VodeAn

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« Reply #27 on: July 14, 2007, 09:19:22 AM »
new websites are done, woot! http://http://veamon.atwebpages.com join the fourms
« Last Edit: December 31, 1969, 05:00:00 PM by VodeAn »

VodeAn

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« Reply #28 on: December 16, 2007, 07:01:59 PM »
ok two things, first, how does everybody like Veamon's new site? second, this is going to sound retarted but I frogot to tell everybody that the mod is available for download sorry about that its been out for a while now, ya oops. The new site is still being updated so click old at the bottom of the homepage to get to the old site + link.
« Last Edit: December 31, 1969, 05:00:00 PM by VodeAn »

JanDeis

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« Reply #29 on: December 16, 2007, 10:06:47 PM »
Why does it have to be Megaupload?!  Now I have to wait till tomorrow to get the other two parts of the download!
« Last Edit: December 31, 1969, 05:00:00 PM by JanDeis »