@blushing_bride, agreed, I dont see any harm in getting d3 asap, even if my pc isn
t upgraded yet …because as you say I could still do tests, and I normally work in test maps anyway, then if I`m happy with the results I copy them over to my main maps
@kat, understood and as you might know, Ive been experimenting with q3map2
s various blending techniques for most of the last year …trying to find the most creative uses for them, although mainly with my terrain and water, but also some ‘secret’ sci-fi test maps of generators, plasma (2d shader driven ones)
and more recently I did a ton of work with jas powerful particle effects system, although I suspect d3
s would be even more advanced… anyway, if I can apply blending or particles to something I build I probably will from now on
@zombie, Ive accepted we
re currently limited to hard edge shadows, although hopefully future d3 based engines will improve on this, do you think so?
as for the performance (and please correct me if Im wrong on any of this) ...I understand the issue is not the tris number the d3 engine can draw for large areas, nor even so much the sun light (based on what I
ve read of the doom3 can do it too over at doom3world) …but the biggest problems being multiple lights cast on the same surfaces, and the volume shadows cast are apparently heavily software dependant? …so until a time when our gfx cards can render these in hardware then we`ve got to be very careful with our use of them?
so how about a medium sized terrain map (ie not even as big as some et maps) with a few trees and plants …just to give the impression of woodland, and all the models for those not casting volume shadows but using 2d alpha shadows?
surely there is some faking that can be done to give a half way impression between no foliage in ‘large’ areas and the other extreme being a huge densely populated forest or jungle like the far cry game?
also as far as terrain maps, Im pretty confident once I
ve got past the basics, that I will be able to build at least a cave system map and release it in a playable state (ie decent fps) using the software and hardware available to us atm.
@everyone here, please forgive me if this sounds a tad conceited or too far fetched, but my end goal is to design (and build as much as possible) my own full title game.
Ive been working on the concept design (mainly written notes and a few small concept maps) for about 2 years will a team mate from my heretic2 (q2 engine) mapping days ...I started to build the demo maps for this using rtcw (q3 engine) but eventually realized I was working with an engine that would become out of date, by the time I could finish even the demo, let alone a full title game, including finding all the people to help me along the way ...which I
ve also realized is probably a harder task in it`s self then me learning all the technical and artistic skills I can do on my own.
anyway… some time next year, I`m going to seriously attempt a demo project of several maps, using which ever engine is most likely to be still popular in a couple of years time, as that is when my full title game might be finished.
so Im not too worried if the current d3 engine can
t implement certain effects, like soft edge shadows, as long as I think Im betting on the right horse... so any and all advise you guys can give me on this is welcome, and I won
t be offended by any comments of ‘too hard, don`t even attempt it’ as this game project of mine is what I live for