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The previous tutorial about 'modelling' a map makes mention of kat1024 and it's sample map. That's now finished and ready for download so you can take a look at the included *.map file and inspect how to work with modelled terrain or large 'map' object. You'll also be able to see how alphaMod works in relation to ASE models so if you had a look at the article - modelling a map with Blender 3D, you can now grab the map. kat1024 and map assets >>
Ok, so you're in love with the bump mapped textures you've seen in Doom 3 (and other 'nextGen' titles) and fancy having a bash at it yourself, except you don't want to go 'hardcore' and learn a 3D modelling application. You've found a couple of 'bumpmap generator tools' and tried those but you're not getting the results you were expecting when you use images, photographs or previously made textures.
This article will tell you why and outlines the best approach to take when creating bumpmaps from 2D images photos, or textures. Creating bumpmaps from images >>
[addendum 20th]A bit of a mix up in the news above (now corrected) the information about editing came via a Digital Jesters contact when infact Kylotonn Entertainment is the studio behind the development of Bet on Soldier, Digital Jesters are responsible for publishing and marketing the game.
You may have noticed and even clicked on one of the banners above linking to a game called Bet on Soldier being developed by Kylotonn Entertainment and published by Digital Jesters. Well there's a bit of exclusive info for Quake3Bits visitors about that game.
If you've been looking get your teeth stuck into mod'ing, editing or creating your own assets and content for something other than Doom 3, Far Cry or Half Life 2 [:rolleyes:] then Bet on Soldier might be that game.
Although specific details are a bit thin at the moment because they're
obviously finalising content - and the editing SDK - for the games upcoming
release, they did manage to find some time to answer a couple of questions
with regards to editing the game.
Quake3bits : I noticed on the forums that the game is being made 'editable', i.e. fans can make their own custom maps and content? Have you got any details on that?
Digital Jesters : BoS is fully editable. We are planning to release editing tools after the release of the game so that a community can develop around the game. The intention has always been to make Bet on Soldier a game for a variety of gamers. For those who want a single player game there is a deep story mode and for those who want a multi-player game there is every opportunity to modify the whole experience and create an online multi-player following.
Quake3Bits : How far is the game editable? Can fans produce content other than maps using the default game assets? (can they make and add textures, models, 'mods' etc).
Digital Jesters : The game is fully mod-compliant. This means that the fans will not only have the opportunity to create their own maps, but also create their own characters, modify textures, and even create entire mods for BoS. We are still working on the mod tools at the moment so we cant go into more detail about them just yet but the aim is to make BoS fully accessible to gamers who want to re-design certain elements or even the whole experience in their personal vision.
Looks like Kylotonn have taken the bull by the horns designing and developing Bet on Soldier with their fan base and potential custom content creation in mind. It should certainly be interesting to see what sort of structure the tools and development kit takes (3D plugins, exporters, material / shader editors etc.). More news on this when it arrives. Bet on Soldier >>
An industry buddy of mine (he shall remain nameless for his safety and sanity..!) sent me this link to an article on Penny Arcade by a chap that's been working in the games industry for a good number of years. If you've ever fancied yourself as the next John Romearo or John Carmack or you've just thought about getting any job in the games biz then it's a worth while read. I'll trust my informants word on this that the comments in the article pretty much sums up exactly what it's really like to work for 'X' company developing games and projects for public consumption. Old Friends' >>
Another model related tutorial, this time on how to model a map rather than build it from brushwork using the various game editors around. The tutorial uses kat1024 sample map (not yet available - coming soon though) as a basis to run through what was done to get models working correctly in combination with a brushwork 'caulk hull'. Along side this are some notes of blending textures on ASE models, which can now be done with the latest version of Q3map2. Modelling a map >>
It's been a while since that last model upload so here we go, a set of cargo barges (narrow boats) for use primarily in Return to Castle Wolfenstein or any World War Two themed game (Medal of Honor, Call of Duty etc...). They're *.ase format models so it's real easy to change the texture paths to suit the projects you're working on. For more info and screenshots click the link below.ase-kt_barge model pack>>
A new tutorial has been added to the site that runs through what you need to do and the resources you need to have in order for you to be able to get gmax files in max for subsequent use in the D3 engine. gmax to max tutorial >>
This is one for our North American friends - Best Buy is sponsoring an Electronic Gaming Championship in a number of their gaming stores in the US with various prizes and a 'meet and greet' the infamous 'FragDolls'. Sound interesting? Have a read of the press release below for details.