hmm, maybe deathmatch in pepper would be also nice? maybe make plaza one a chat/vendor location, and p2/pp as fight zones?
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hmm, maybe deathmatch in pepper would be also nice? maybe make plaza one a chat/vendor location, and p2/pp as fight zones?
Well, afaik, it will be kind of like HL2DM. You pick a map on the server, you join the game and go at it.
EDIT:
Sorry, at work and have to be cautious...
/general idea 1
So far, my friend and I are discussing how the whole gameplay system will work, but it seems to be shaping up to be a deathmatch only type of a mod. No leveling or anything like that. Idealy, it will feature different damage types and the ability to spec your resistances before you join the fray. Kind of like CS:S, you will pick your class and weapon spec and your starting weapon from a list and join the game. There will be dynamic weapon spawns around the map so you can trade out weapons and ammo mods. Also, medical beds will work so you can heal if you aren't a healing class - possibly integrate nanites as a "sidearm" weapon. Gogo's will be for looks only unless I can figure out a way to use them for deathmatch play. The plaza sector is just a backdrop for the chaos. Most likely we will include a few different maps to give some variety, including (and we got really excited about it when we spoke today) an outpost or 2 with TF2 style control point objectives.
/general idea 0
So, as you can see, it is very ambitious. The bulk of the work is artistic and design stuff, which takes a ton of time. Weapons are fairly simple, but making them look nice isn't. We'll see how far I get. Right now I am torn in several directions trying to learn xyz so that I can produce a quality product and amidst that, I am getting excited and can't focus on one thing or another. If anyone has any experience - especially with using Source - and you want to help, drop me a PM telling me what you think you can contribute. Otherwise, I'm just going to plug away at it until I can release something, be it just a map file only.
Thanks for the enthusiasm guys. Once again, I hope to release a new video and screenies as early as tonight, depending on how those particles behave.
im willing to have a go at some weapon models, but not sure how to put them in source (I model in solidworks), and im not real good with textures
and as to whats possible in source, there's an mmo being made in source ;) so u can do pretty much anything you want, just needs to be coded
Well, I know there are 3DSMax plugins, Maya plugins... Milkshape 3D can export to HL2 and of course there is a free tool from Softimage called XSI MOD TOOL, which is the program that Valve did all of their work in and it has a free plugin as well for Source.
Solidworks... I honestly don't know. There is a ton of information on making models for Source on the internet. Check out the Valve Source Documentation to see if it is supported.
As for the textures, I do textures ok. XSI makes it pretty easy to map out all the UV's onto a flat sheet and then import it to photoshop to paint directly onto the mesh.
I would personally rather see it done this way:
Before you start fighting, you choose your weapons, skills, and armor.
It would be really cool if we could setup all of the same things as in Neocron, in the same way. (without having to buy stuff)
I did my final year uni project in the Source engine as lead programmer - I would be happy to help you out if you need some programming assisance in the engine.
I coded weapons, HUD and map entities, though I'll be a bit rusty.
@Omni:
That would be great. I am teaching myself C++ slowly and I'll eventually get there, but having someone with your experience would be beneficial.
Send me a PM and I'll see what we can do together.
solidworks is normally for creating technical drawings and 3d cad models for 3dprinting, it can export to lots of mainstream 3d animation programs, but I don't have any of those so it would mean someone else could import export ;)
hmm was looking for pics of the weapons, and I came accross these renders: http://ng.neocron.com/index.php?id=18 any1 know if these are KK internal renders?
Those renders are from Reakktor and were used during sneak peak annoucements of the Neocron 2.1 game update, which among other things, improved weapon and environment models/textures.Quote:
Originally Posted by Biglines
I use hammer alot for bsp work, i make alot of content for torque engine developers but have always kept going back and making nc remakes just outta fond memories of the good ol days ... would love to make a full size single zone remake of all the plaza sections but would take a bit of fuckery making them all line up as they currently dont if you check out the maps and try to align them.
would love to do a kinda tribute game for neocron via torque, using t3d would be awesome as its full dx10 and has capabilities of lookin like cryengine, downside to that is the expense of anyone wishing to work on it is $1k for the source license.
Valve only used xsi for the port over to xbox orange set. I presume its the latest source sdk your using for this and not the older hammer 3.4, you should check out the 'displacement' options for the geometry via the texture handling tools, can create some great stuff using them, aswell as having full controll over tri mesh sheets for terrains etc. If you have the time and patience you wont have to go and externally model anything for a neocron remake via max etc, no messing around with smd's apart from the player character models, everything would be possible to keep it within a vmf with source sdk, and even if wanted make it hell of alot more detailed and ergonomic.Quote:
Originally Posted by WhiteKrAkRBOi
just found out that my student version of solidworks won't let me export, so if you want me to model stuff, I'd have to make the model, export at the full version at uni, and then convert to low poly (solidworks is very very very high polygon count when exported to vertex based 3d models)
still gonna do the models, if not for use in this thing, it'll be good practice for me
gonna call it a day, this is how far I got:
http://www.biglines.nl/wireframe.jpg
http://www.biglines.nl/render.jpg
oh and the ammo drum is also modeled.
still lots of work to be done, but I've learned already more about solidworks than during my workshops with class-wide tutorials
size reference from an ingame screenshot of the gun dropped on the floor, detailing from:
http://ng.neocron.com/uploads/pics/laser.jpg
@Biglines: Hey that's some awesome work! I'm pulled in so many directions right now. I have some people interested in working with this stuff, so I'm PMing and calling people. I've got a Photoshop guy helping me make signs to drop in my maps so I can focus on mapping stuff right now.
If you want, you can check out Valve's Source Documentation to see what all is required as far as models go. How to go about making view models and third person models. Since you have some modeling experience, XSI is not hard to use, and it is free AND it exports to Source files directly, so no need to send me something and have me re-export it in the proper format. That model look terrific. Keep it up! I would ask that you let me take a crack at the plasma rifle though! It's my favorite weapon right now :D.
Once again, thanks for the enthusiasm guys!