Overgrowth Tools - What can be done?

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skulldriveshaft
Posts: 14
Joined: Thu Jan 21, 2010 8:06 pm

Re: Overgrowth Tools - What can be done?

Post by skulldriveshaft » Sun Feb 07, 2010 4:41 am

Assaultman67 wrote:
skulldriveshaft wrote:... Red Faction remake in Unreal Tournament - srsly?

I played Unreal Tournament so much I turned it into a business (LONG STORY!)

I'm all for using UDK, but it's the same situation for me - I don't understand how to reuse objects from different projects - I always have a massive crash which I forward to Unity and then they tell me programming stuff that I don't understand.
I probably spent 2-3 years helping RedFrog work on that mod ... and it was pretty much a 3 person team ... then about a year or two ago I kinda stopped working on it because we never really got a sizable community interest going ... although I still consider it a success because we finished it (like 3 times (lol)) and at one time I said "I'd consider this a success if I ever saw more than 7 players online in a server" and that happened :P ...

However, during the later years of working on the mod the "theme" got completely lost (I think this was because we really weren't making with the delusion of it being widely played anymore) and we started adding weird game types, mutators, maps, etc that didn't really apply to the RF theme ...
You were on a team that made a MOD - pretty impressive - I'm still working on that Unity tutorial.

Has it been immortalized on MODdb just for historical purposes?

I still see things like Total Anhiallation and Urban Terror enjoying some attention, but it is easy to see why they don't get the limelight.

There are some innovations I would like to see in future games, but I'll let the real decision makers work on that.
Assaultman67 wrote:
skulldriveshaft wrote:3Dsmax and Blender I heard about, but what's modtool?

There's lots of 'GAME READY' models - but depending on what engine you throw them into - you either get mangled, malfunctioning, or just static (because none of the 20 animations made it through import) *sigh*

Which is what I have been going through with UDK so far - and since I know nothing about models, and I have Windows7 64bit, I can't use Blender to find out even.
Its a trial-like, free version of Softimage i believe ... however there is a whole slew of programs out there that are useable to a degree ... generally i stick with 3ds max though since it seems to be more adaptable ... for Blender and some other programs the 3d pipeline can be treacherous ...
I've been reading quite a bit - I'll continue to work with free tools until I start to understand what's going on under the hood. From trying to work with models in MilkShape, and then reading the help requests, it seems that once you have one format, it's pulling teeth to work in another.
Assaultman67 wrote:
skulldriveshaft wrote: I might reclaim my walmart laptop and press it into model animation editing with Blender

*facepalm*
Well, it will probably work ... i use a laptop from 2003 for my asset modeling ... and since you're never working on more than one asset at a time the power should be plenty ...
It keeps me up til 4am though, which can't be good for me.
Assaultman67 wrote:
skulldriveshaft wrote:So, what did you engineer?
In the class we learned really basic stuff like arrays, defining variables, statements, loops, recursion, etc ...

But I haven't used fortran once since I've been out of that class ... i may possibly use it soon in the future ... but that depends on if the mat lab's ".m" files use the same syntax (*wonders if syntax is the appropriate word ... meh*) ...
Here's some memories for you...

http://www.youtube.com/watch?v=xQtT2sRkOEw

Assaultman67 wrote:
skulldriveshaft wrote:
Can't afford PhotoShop, just starting with Microsoft Paint.
Wow that sucks ... use Gimp instead ... (not sure how it compares to photoshop since i don't own photoshop, but gimp seems pretty good for how i use it ...)
I'll give it a shot if Microsoft Paint fails me.
Assaultman67 wrote:
rudel_ic wrote:...
If you want realtime texture painting, check out Blender.
Didn't know that ... ill have to give blender a second look (im using 3dsmax right now)
I just looked it up too... that was back in the 2.43 release...

http://www.blender.org/development/rele ... -painting/

I'm gonna have to catch up to Blender, after I get caught up with MilkShape, I'm getting hungry.

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Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: Overgrowth Tools - What can be done?

Post by Endoperez » Sun Feb 07, 2010 5:05 am

It was added in 2.43, it still works fine in 2.49b (the newest working one). 2.5 alpha 0 is the one with missing features, but perhaps in a year or so it should be in a much more complete stage already.

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Assaultman67
Posts: 2109
Joined: Tue Jun 16, 2009 9:06 pm
Location: U.S.

Re: Overgrowth Tools - What can be done?

Post by Assaultman67 » Tue Feb 09, 2010 12:38 pm

skulldriveshaft wrote:You were on a team that made a MOD - pretty impressive - I'm still working on that Unity tutorial.

Has it been immortalized on MODdb just for historical purposes?

I still see things like Total Anhiallation and Urban Terror enjoying some attention, but it is easy to see why they don't get the limelight.

There are some innovations I would like to see in future games, but I'll let the real decision makers work on that.
Sorta ... but pretty much everything you put on moddb stays on moddb forever ... and I doubt they'll pull it since its complete and also available through their "desura" thing ...

Also since SGT-Tanker and other fans keep making addon maps (for a non existant fanbase ... LOL) for it ... and we were like "WTH, we'll host em" because we kinda felt bad that they wouldn't ever fully get the attention they deserved ... so I'd say he is a team member now and hes probably the most active person in the group as of now. me and redfrog got kinda pooped out :P ... Occasionally RedFrog still does some tweaks here and there on MW ... experimental stuff like HDR bloom and super accurrate lighting effects and I've pretty much left the project to check out other more interesting engines (If I ever help make another mod, I want it to be on a newer engine because I always feel a bit behind the curve technology wise :x ... and I haven't found one that fits what i want to do exactly without hefty coding ...)
skulldriveshaft wrote:I've been reading quite a bit - I'll continue to work with free tools until I start to understand what's going on under the hood. From trying to work with models in MilkShape, and then reading the help requests, it seems that once you have one format, it's pulling teeth to work in another.
Yea ... but some formats are better than others when it comes to porting models around ... there is a whole slew of 3D formats designed for different scenarios ...
Assaultman67 wrote: It keeps me up til 4am though, which can't be good for me.
Computers are the devil! ... My GPA rose dramatically when decided to go two semesters without a computer at school :P
skulldriveshaft wrote:I'll give it a shot if Microsoft Paint fails me.
I honestly can't imagine how it would succeed ... LOL

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