Brink Please Do This! Game Editing


(Achtung) #1

OK so years ago when i first started working on game models, we used to revel in making models for PC games that were more than welcome user made add ons.

Games like the Unreal and Quake franchises had hundreds of add on models.

I even worked with a young fellow named Spacemonkey A.K.A. Tim Appleby on Jedi Outcast Models. Lo from Cheshire btw Tim. Many of the original artists are working somewhere in the game industry now thanks to this.

But since the invention of normal maps and the onslaught of war games, player made models have been less useful. . Not like in the ol’ glory days.

But recently TF2 Opened up its game to do just this and has been quite successful.

The following is a link to a thread from polycount of some of the models you may have seen in Team Fortress 2 by gamers like us on one of the original game editing sites:
http://www.polycount.com/forum/showthread.php?t=69164

Brink has awesome potential for clothes weapons and the like to be added to it in the same way, and a great way to get aspiring artists involved.

Now get us some tools and get a program started for accepting quality goodies from 3d artists everywhere!


(Nail) #2

http://www.splashdamage.com/history

I wouldn’t worry too much


(Crytiqal) #3

Didnt they say they would release the SDK shortly after the game goes live?


(SebaSOFT) #4

SplashDamage do this!

starting . . . NOW!


(Wraith) #5

[QUOTE=Nail;244025]http://www.splashdamage.com/history

I wouldn’t worry too much[/QUOTE]

Indeed reading is important.


(Achtung) #6

These Links are only showing Studio History. Nothing on SDK. Any link to that?

Also, Valve has actually taken many of these models and accepted them as official updates. I’d really like to see that.


(DarkangelUK) #7

I think the point is… every game SD has released thus far has had SDK and great support (should be evident from the Editing sections of the forum as well… and the link to the extensive wiki for editing ETQW… and the fact MoP is a big polycount whore).


(SebaSOFT) #8

Achtung
Also bear in mind that Valve is doing this but after years of gained popularity of TF2 and a already huge community, not much for a new game liek BRINK. Maybe 3 years from now


(DouglasDanger) #9

Can anyone say anything definitive, or is this all speculation, dreams and BS?


(Nail) #10

let’s call it 'educated guess"

dev’s have said they would like to release SDK soon after retail release, but I think that it may be up to Bethesda


(.Chris.) #11

When I asked Paul at last year’s EGE he mentioned something about possible complications with engine license or something so it wasn’t a simple case of yes or no but this was before iD was part of bethesda.

That’s why I was pissed they didn’t do EGE at Leeds again this year as well as London cause I wanted to ask some follow up questions directly about modding and so.


(Reanimator) #12

I like that link Achtung! It’s cool to see the source of a lot of user-made content :). I wouldn’t worry too much about Brink allowing User-made content, considering SD’s track record.


(Apples) #13

There is definitly a difference beetween allowing custom made on special servers and allowing it on all the servers, if any piece of clothes is playable only on “modded” servers I dont see the point, as all the xp nubletz will only play on “ranked” or “officially approved” servers, even if in brink there wont be any difference (so I heard) beetween ranked / non-ranked, I still fail to see how the custom maps/clothes/hatz will be implemented into the servers for obvious statpadding reasons.

Peace


(KAS--Will) #14

I’m pretty sure they will, I wouldn’t sweat it. If their not doing dedicated servers that is…


(Achtung) #15

Thanks guys! Some decent answers, wish the devs would reply though.

Anyways, as you can tell, im really interested in getting the idea of offical Splash Damage approval and implementation of accepted pieces. I am a total custom character addict, and loved when the community is active in the roll.

Not to mention that this type of addition is a good way to add longevity to the game.

UT and Quake prospered from this like no other games, but when a game is so military as many of the good shooters of late, it leaves little left in the creative realm.

Which is why Brink would be perfect! :penguin:


(SebaSOFT) #16

Well, female characters got dumped because of the workload fo making a single character ingame, I tell you, I would hate to make hundreds of animations on every cloth part just to make a Sponge Bob character…


(Thryd) #17

Yeah, couldn’t you just imagine all the immature teenagers if there were female models in it? And by that I mean the ones who have their brains down there rather than up top, before anyone gets the wrong end of the stick.


(H0RSE) #18

[QUOTE=SebaSOFT;244994]Well, female characters got dumped because of the workload fo making a single character ingame, I tell you, I would hate to make hundreds of animations on every cloth part just to make a Sponge Bob character…[/QUOTE] Actually, SD could have had both males and females in the game. They made the decision to leave them out and have tons of customization options for only males, rather than include them and cut the overall customization options in half. In other words, they choose to have more stuff for just one gender over less for both.


(light_sh4v0r) #19

And the fact that they’d need double the voice actors, double the animations etc.


(SebaSOFT) #20

Well, that’s my point, now as it is, the game features hundreds of combinations of animations and aesthetic features. Without a proper workflow, creating a new type of character (say a female or anything else) will be hugely difficult.