ET:QW will come with mod tools/SDK ?


(ArKang3L) #1

Hi all

This is a question to the dev team of Splash Damage, EnemyTerritory Quake Wars will follow Doom 3 and Quake 4 with his mod suport (www.iddevnet.com) ?

Thx for all

ARKANGEL


(RosOne) #2

Damn, and I wanted to reply… too bad, too bad…


(ayatollah) #3

If you did a quick search of the site…maybe checked a couple of previews or something…you would have found your answer. But seeing as you can’t be assed doing that I’ll give you a link to where you will find your answer…http://www.planetquake.com/features/previews/etqw/

BTW: Welcome to the forum…


(Wils) #4

The short answer is basically yes, but there are a few assets we’ll have to provide seperately, that don’t belong on the game disc.


(Shanks) #5

Will the Tapir breeding farm be on the game disc??


(ArKang3L) #6

Hi all

Thx for the fast reply, yes i tryed to search it on the forum, but i didnt found anything, so thx for your answers.

ARKANGEL


(Hakuryu) #7

Im working with Doom 3 right now, getting all the mapping down, since QW:ET uses the same engine. The big difference will be the megatexture, of which I really would like some more Dev feedback on how it works.


(Nail) #8

I hear it works well
:wink:


(Joe999) #9

[i]Rather than consisting of various tiles and being built by hand, the maps are now giant ‘MegaTextures’ - one single huge texture of 32768x32768 pixels rather than a collection of smaller once spliced together (yes, we know that 32k x 32k is 1 gigapixel, but this is a marketing term -ed.).

Mod and map makers may worry at the consequences of this – after all, who has the time and skill necessary to design a texture that huge and then make it fit over a terrain mesh – but the level editor itself handles that. It will automatically create the texture based on the layout of the terrain – steep hills will automatically be rocky, grass will be prevalent on rolling hills, the edges of rivers will be sandy, and so on.[/i]

http://www.firingsquad.com/games/enemy_territory_quake_wars_preview/page3.asp

A megatexture is a 32,000x32,000 image that determines the entire map. There is a great advantage to this: less geometry to render by using polygon independent texture analysis. By having one large texture to cover the entire map, a mapper does not have to overlay geometry to recreate fading of textures, IE as grassy hill that turns to sand before sprawling over a tarmac road. The problem with this technology would be that it would alienate the amateur mapper by forcing them to produce immense images for every map. With developing tools that will be available from Splash Damage either on release or soon after, one can import a file from a terrain generator and produce all of the attributes to each texture in the entire file. Afterwards, a mapper can easily go in and add the detail she/he wants to spruce up their map. The resulting image can end up in upwards of six gigabytes, but with the magic that John Carmack conjured up, each will only take up roughly eight megabytes of video RAM.

http://www.planetquake4.net/modules.php?op=modload&name=Features&file=quake_wars_preview

finally. mapping with radiant is more of a science instead of transforming ideas easily into mapping art … what mapping should be in the first place imo.


(Hakuryu) #10

Yes, I read all that about the megatexture, but it still leaves alot to be explained.

A 32k x 32k image will be approximately 1,024,000,000 bytes or 1,000,000 kb or 1,000 mb. Creating an image in paint programs will be like 3x that.

They certainly cannot mean that every map will be over 1 gigabyte in size due to just the megatexture.

Im assuming its something where masks create the layers (different textures), and the geometry is not handled as polygons but in some sort of compressed table that is read by the engine. But this doesnt explain how they mention ‘down to the inch’ because the masks would have to be huge to do that from all I know… Im stumped.


(Mordenkainen) #11

Check your math, a 32k x 32k texture is at the very least 3GB (for a 3 channel texture which is needed for colour) and the previews mention it to be around 6GB (mostly because of the added mipmap stack plus the traction stuff, etc.).

They certainly cannot mean that every map will be over 1 gigabyte in size due to just the megatexture.

Assuming the 6GB file is actually required by the game then you’ll be able to compress it to around 2GB if you use RAR.

Play around with the “MakeMegaTexture” command in either D3 or Q4. Give it a big texture (I’ve tested it with a 16k x 16k texture) and see how big the resulting .MEGA file can be.