Nice job with the texturing here! Looks good.
Nice job with the texturing here! Looks good.
Wow, the moddb uploader killed my quality!
Actually, it looks a little better in my profile under videos... I think...
I wasn't even aware of an IndieDB.
Hah, nice to see such a reaction from the ONE and only piece of artwork I contributed to this amazing looking mod. XD
Been a while since I've posted anything! But I'm going to post something in the gallery in just a few minutes!
Hah, that's great. I live here in Downtown Vancouver and saw the torch as well! Also, in case it hasn't been mentioned, Arnold Schwarzenegger was running with it around Stanley Park! Haha!
WOW! This looks incredible.
But you guys should try and get this on Impulse, Steam, and Direct2Drive!!
I'll totally buy this from Impulse. Actually, I'll probably buy this from where ever.
It's funny that you guys are praising 3dsmax for it's UI, because I hate 3dsmax because of it's UI. I use Maya and modo specifically because I prefer the UI there way over 3dsmax.
This is all personal preference, as was said.
Check the description for some explanation on a couple of visible problems that I know of and that I will be fixing.
Also, the diffuse map is just a test map. I was testing modo's texture painting tools. They're awesome. :D
Yeah, I'm surprised too. I generally find out about anything in relation to Doom 3, I don't know how this slipped by me.
I don't think I get updates on people unless I watch them. Just being a friend doesn't update me I guess... Now that I think about that, why don't I get informed of updates from my friends?? ModDB Staff, you guys should add friend updates. If MySpace and Facebook have this feature, why doesn't ModDB?
I wasn't aware of a contest. :(
ModDB staff is reluctant to fix the OverDose mod profile. It's not a Q2 mod, they just used the Quake 2 engine source code as a base for developing their engine. It's a stand-alone game. I don't think the OverDose team is able to fix the problem.
Although I'm not a huge console fan... In fact I'd rather have a keyboard and mouse every time I play any game. BUT, I would definitely mod for the consoles. As long as it's about as easy as modding on the PC, why not?
No, I was wrong, Quake 2 is under GPL.
Check it out at id software's licensing page: Idsoftware.com
Yeah, I think the license requires it be free... I might be wrong... I know when John Carmack and id Software released the source code for the Quake 3 engine, they gave it a GPL license. With the GPL, people could take the source, make their own product and sell it for their own profit. I think this was new, and I don't think the Quake 2 license supports this.
... But I could be wrong.
Oh, and there are good examples of people selling their own product with the Quake 3 source right here on ModDB. I think Padman was released for free, but that Iron Grip game (which looks awesome) is going out with a price tag I think. I look forward to buying it.
DUDE!?!? MD5 support!?!? This upgraded Quake 2 engine is AWESOME! I want to mod it...
No comments?? Fantastic concept, I love the mask that he isn't wearing.
Nice! I can't believe people used to make maps without a 3D view. Then again I'm not a mapper...
This is the kind of editor I would have been asking for.... If I were a mapper...
I love this concept. The shapes on the helmet are a little strange, but the rest I love. This would be fun to model.
It seems the DevIL.dll file is NOT in this most recent demo. Did you guys forget to include it?
I had to re-download the original teaser demo in order to get the DLL to run this most recent demo. (I never downloaded the mod on this PC.)
It works fine after I got the DevIL.dll file from the original demo though. This is a great mod, and I recommend going through the trouble of downloading the original teaser demo to play this newest demo.
I absolutely love the outdoor scenes. They all look great.
Forgot to add this in:
But in the case of RAGE, I suppose .mega files could be different. I really hope id software does their best to support modding. I've always loved modding id titles because of how they at least often release the source code to their tools, like their exporters. I HATE trying to get models and/or animations into a game when the game's exporter isn't compatible with my version of Maya or something of that nature. For example, in Doom 3's case, id software release their exporters, then released the source code to the exporters. They did this so the community could make their own exporters; this lead to exporters available for Blender, 3dsmax, ligthwave, and more. (The original exporters were only available for certain versions of Maya.)
Kind of early to be modding RAGE, but it looks like a great game to mod. I highly doubt the game is "too complicated to mod", even if Carmack said it.
Why would modders HAVE to make a 128kx128k texture maps for the environments? I don't understand why we can't just texture things conventionally. I'm pretty sure all the texture files are still located in DEF files, and have their own set resolution by whatever you saved it as in Photoshop.
Err, I guess I can't say "I'm sure". I just highly doubt they changed this system, other than maybe adding a nice GUI system for artists instead of making them work text files.
Sure, the download might be big (depending on how large you make your textures), but this is the age of broadband, and I don't care.
Still, I think it's a little early to be developing a mod for the game. Err, I mean, it's a little early for a ModDB announcement and web page maybe.
Whatever though, best of luck.
By the way, if anyone wants to figure out how .mega files work, I suggest looking at the modding files for Enemy Territory: Quake Wars, it has an early version of Megatexture. Then again, so does Doom 3, but that's a really early version of Megatexture.
Looks like you made good use of that Digital-Tutors DVD they released. I never bought it, but I thought it looked good.
Been waiting on this mod for quite a while. Probably going to be the best D3 mod.
dinky
Alex joined
Been gaming since i was a little kid, and I've always wanted to make them. I'm from the USA, but I'm Canada right now in film school for 3D.