The Chronicles of Riddick: DC - Level Editing Tools

Discussion in 'PC Gaming' started by Unknown Soldier, Dec 23, 2004.

  1. Scott_Arm

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    Well, he did post a bunch of screenshots to projects people are obviously working ....

    You really need to stop being a dick and do something more useful with your time.

    We all know you don't like Doom3. Why don't you just let it go, and let other people go about their business. I'm interested in Doom3 mods. That's none of your concern, so why do you even post a comment like that? If people want to look into games you don't like, don't bother them about it. People post about all kinds of games on here that I don't like, and you don't see me bother any of them? There really isn't any excuse for the way you treat other people on the forum. It was tiresome when Doom3 came out in August, and it's December already ... I think it's time to let it go. Too many people posting derailing threads with silly arguments over games they don't like. It's really unecessary, and it's ruining the forum for people that actually want to get more out of those games.

    So, yeah, Gabrobot, if you know of any Doom3 mods you think are doing something interesting, post or give me a PM or something if you don't feel like getting flamed for your taste in games.
     
  2. XxStratoMasterXx

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    Agreed. Gabrobot really knows his shit ;)

    Also, another reason why these mods don't have the visual quality of D3 the game, is because the mod makers aren't "using it right".

    D3 was designed optimally to have everything modelled really high resolution, then make a normal map of it, and then placing it onto an in-game display mesh. If the artists on the mod teams had all the time Id did to do this kind of stuff, i'm sure we'd get really nice looking, high quality outdoor and indoor mods, but many modmakers are still using it like it's Quake3 or something (it's brand new tech...I don't blame 'em). So you don't bash the quality of the mods ;)

    It's just like making a Ut2004 map out of pure BSP...it looks like Ut99. When you use static meshes, wow, the level of detail is increased significantly and the engine is being used the right way...just gotta get over the learning hurdle. I'm sure D3 will be no different.

    Also, high resolution textures? Are you frickin' joking? If you honestly believe D3's texture quality is poor, I believe you are incorrect. The texture work is some of the best i've ever seen. Nothing is "flat", and it's all rich and vibrant, due to high quality texture detail, a specular map on every surface, diffuse map on every surface, normal map on every surface.

    T2K, we understand you do not like Doom 3, and it's tech.
    THAT'S ABSOLUTELY FINE It's your right as a human being to form your own opinions and draw your own conclusiosns. Please STOP CRAPPING ON THREADS WITH THE MENTION OF DOOM 3!

    Now, back on topic...it's cool the Riddick editor is out, perhaps i'll give it a shot once I complete my current projects.
     
  3. TheAlSpark

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    I really liked that single player map with that re-done Q1 monster...that was a really cool model...argh...I forget what it's called.
     
  4. T2k

    T2k
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    Well, he didn't post anything else than a bunch o crappy, ongoing crap which has nothing to do what I'm asking.

    :roll:
    You really need to STFU if you can't contribute anything else but this - would you?

    Look, pal: in case you did not notice, it's about Riddick.

    So .... and open a topic for mods. BTW as said, as it is now D3's engine is incapable to handle huge maps - for 'slower' people: 'huge' like huge maps in UT2k4 - with fully lit, fully textured etc objects, fully lit characters with normal polycount (no pontyheaqds), fully texturized etc - like any other FPS.

    Gotccha?

    Stop lying and generating this lync-modd. It's disgusting, fella.
    Nobody is getting flamed because of his taste - what I don't like when somebody is claiming something, then posts a bunch of crap as 'evidence'.
     
  5. T2k

    T2k
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    Really now?

    Claiming a no-texture, no-objects etc screenshot from the SDK editor is the same like the real maps - this is what the utter evidence about his knowledge, right? :lol:

    C'mon.... I have no problem with him, nor with you but kids: don't you people think it's ridiculous to claim something you can't prove, nor explain?
    We haven't seen anything else than Gabrobot's childish chestbanging about Lightwave and those pretty crappy, unfinished shots - fine. I don't care but please, stop spreading this BS about this engine. :)

    Ah, I see: so there are mopds, they have been posted, turned out to be sux, now they are untalented and too ignorant - so who the hell will know how to use this engine if neither id nor modders cannot? What do you think? :D

    You are actually pretty cute, I have to admit. 8)

    Are you high?
    Seriously: do you take drugs?

    As EVERYBODY noticed immediately textures are really sux in D3 except on characters - there high-rez textures supposed to be balance out the crappy, extremely low-poly modells.
    Other than that it's crappy.

    ? :shock: Excuse me? I think you got confused, fella: read back what did I say and what came after from Gabrobot... ;)
     
  6. Ostsol

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    Yeah, it'd be nice if any mention of a game's engine didn't start yet another damn bitch-fest about Doom 3 sucks/rocks.
     
  7. vrecan

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    all I know is I played both, got bored of doom3 quick while I played riddick all the way through and loved the interactivity with light sources actually being able to hide from enemies and having the ability to actually have strategy involved in getting through some area's.

    The models in riddick were also a lot nicer looking to me even on the xbox then doom3's models. Overall riddick pulled me into the world more which is the whole point behind all these graphic techniques so I would give it to riddick personally.
     
  8. WaltC

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    Well, I don't think it was mere coincidence that just a couple of weeks after D3 shipped Carmack (almost as if embarrassed) was already talking up his "next" engine in some fairly high-profile venues...;) Ah, the D3 engine is a dated piece of work, certainly, and Carmack knows it.

    I would differ, though, as to the merits of "keeping OpenGL alive" as, at least, an x86-Windows 3d-gaming centric API. I might argue, instead, that the fact that OpenGL is still alive as a 3d-gaming API is what has allowed id Software to stay alive, but that's neither here nor there.

    The main theoretical benefit to me of OpenGL as opposed to D3d, strictly as a 3d-gaming API, has always been the "portability" aspect of the API among differing OS platforms. Years ago that seemed like an important distinction. But today it seems almost literally to be a moot point considering the scope of 3d gaming as accomplished via Windows versus all other OS environments combined. And of course the fact that M$ hasn't been sitting still with D3d development, support, and deployment as a 3d-gaming API is of fundamental importance, too.

    I think OpenGL in the API scheme of things may well be returning to its roots as primarily a technical and professionally centered API with nowhere near the emphasis and focus on 3d-gaming as found in D3d. I for one am looking forward to the expiration of the 3d-gaming API "wars" as 3d hardware doesn't require differing 3d-game APIs to be "different" or competitive. Conversely, the same 3d hardware runs regardless of API, doesn't it? IE, the differences in hardware and drivers interest me far more than the differences in 3d-game APIs.

    But my main query with regards to Riddick, is whether it's a good game--ie, is it more of a game aside from running, ducking, and shooting everything that moves--or is that it?...;) I've read some reviews that say it sucks, and some that say it's great, so...
     
  9. BNA!

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    A fair share of the shots linked by Gabrobot have been made by me.

    First of all the shots have textures and aren't taken from the "SDK" editor, especially since there is no such thing like a "SDK" editor.

    Some of these shots have been taken two years ago - long time before anybody did lay his hands on FarCry (awsome game, love standing on the beach and just watching it as a screensaver) and Source.

    You're looking at pure test scenarios - the overly crappy looking outdoor with the two Babylon5 WhiteStar ships (totally unoptimized models with 15k polys each, simply downsized from a million poly source) covers a 3D space where you simply get bored after walking for 5 minutes into one direction but you haven't come really far. The simple texture is only one huge 2048* image map covering the whole terrain.

    The surface tests just show how good two triangles can look like with appropriate texture and especially normal map resolutions. True, Doom3 is texture memory demanding, as any new technology approach is in it's own new field.

    I surely agree that the Doom3 engine is designed for high quality surface rendering and not those "huge rolling terrains" from Tribes...
    Nonetheless you can create very nice and vast outdoors - and you can light them properly as well.

    Nobody prevents you to put quite a few enemies in there and to battle it out as well. The engine is not the limiting factor - the users pc is and of course the skill of the mapper in regards to proper vis portal placement and light optimization.

    To call an engine sucky driven by tribal or general "anti-id" behavior combined with a lack of knowledge does not qualify as a well founded statement.

    The Doom3 engine is indeed capeable of very sweet things - see this for example:
    http://www.doom3world.org/phpbb2/viewtopic.php?p=69704#69704

    Of course you'll brag about it being an "unfinished testmap and no gameplay" but be assured that enemies would feel as well in this scenario as in any other Doom3 map.

    Since you mention LightWave also:
    It's a very welcome streamline of the content production pipeline that you can simply drag and drop your LightWave model from LW into the Doom3 engine.


    The texture resolution and low poly models are a compromise to widen the potential customer base (as is the static lighting in HL2) and not an engine limitation. If you're not clever enough to see AND admit that, then every reply to your posts could be considered a waste of time (albeit entertaining for the other readers).
     
  10. Scott_Arm

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    That's a pretty neat vid.
     
  11. BNA!

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  12. T2k

    T2k
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    You are either A) really ignorant or B) simply bored and trolling.
    You know very well what I was referring to. If not, you shouldn't post here.

    Then why do you guys link it as an example?
    BTW thanks for confirming these are really crappy shots and worth nothing to this subject.

    Thanks for confirming it has nothing to do with our subject, namely D3's engine is unbalanced, unfinished something which overemphasized the dynamic lightning, sacrified EVERYTHING else.

    Sure - and you will need a full city's computing grid to play that map.

    Apparently you are pretty much missing our whole point here.

    Wow, you remind me Bushie: completely backward logic, doesn't make any sense. :D

    Looking at your last few lines I strongly suggest it'd be better if you wouldn't start talking about who has no knowledge on this subject whatsoever. I'm kinda amazed by this amount of disinformation you just rolled out above...

    Pal... I'm tired of these "pseudo-expert"-sounding comments. :roll:
    If you'd know WTH we are talking about, you wouldn't say such silly crap like "the engine is not the limiting factor - the users pc is " :lol:

    Hint, only for you: there are PCs out there and you write games for them, not vica versa - in other words if a game stutters on today's hi-end machines despite the fact the game sports very low poly modells, crappy texturing etc, then something is really sux there - with the game, not the machine.

    And ti has nothing to do with any 'tribal' or other childish reasons you have in your mindset.

    Why am I not surprised when you STILL couldn't link ANY useful evidence to back up your never proven statement regarding real time gaming on full-lit and detailed etc huge maps vs D3 engine?
    :roll:

    It's actually pretty embarrassing/pathetic as you have literally nothing to show... right after the link you are immediately posting the excuse why it's actually has nothing to do with your claim...
    :roll:

    Get back to me when it's done, the mod is out, OK?


    ? I did not mention it, Gabrobot did.

    Cool.
    So?

    The crappy texturing and very low poly, crappy modelling is the tradeoff for the sake of the "mighty" lightning. Same goes for the very simple sound/noise and other crappy things.
    That's the point, fella. That's the point we are making here and you still don't get it.
    I don't want to get into this deeper - you're obviously lack the capability to see the bigger picture.

    *shrug* Look... you are obviously incapable - due to your ignorance? or deliberate misunderstanding? I don't know - to digest the fact this game was severely mismanaged and thus finally in order to save their @sses (game) and to save ONE frikkin element, the lightning, they cut every corner they could.

    You and other enthusiastic young map designers can claim whatever you guys want, one thing is sure: D3 engine, as it is now, apparently incapable to handle huge maps with at least average poly modells, detailed textures, objects, everything with real-time lightning etc, even on today's fastest PCs. The funny thing that everybody can see what a huge burden is this dyn lighting/shadow stuff: switch it off and you'll get 3x higher framerates.

    As long as we do have a D3 game with such low-rez texturing in many cases, low poly modelling (pontyheads in 2004!!!), small, same maps with even lower envir. texturing, mediocre sound etc, all this on hi-end machines run mid-average speed with shadows enabled and on the other hand you don't have anything to show us to back up your claim - well, as of today my claim has to be considered right and yours dead wrong by the facts, my friend.

    Since I have no longer any meaningful challenging post to debate with - apparently yours aren't really qualified -, I think I can just rest now. 8)

    I quit for now...

    PS: Gabrobot apparently way better informed on this than you, as I've learned during our conversation via PM. :p

    PS2: just kidding... no offense intended, seriously. :)
     
  13. T2k

    T2k
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    Unfortunately no tecturing, proper lighning, nothing at all. ;)
     
  14. T2k

    T2k
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    Actually it's kinda cool as you are wandering around as a newcomer con in the prison... you can choose whether take this mission/offer from this prisoner or refuse to participate but take the other one's offer to kill/punish somebody...

    I took all the offers so I have some 'reputation' among the 'fellas' now... :lol:
     
  15. KimB

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    Personally? Hell yes. I had tons of fun playing through this game. The hand to hand/melee combat is better than I've seen in any fps. You can't imagine the cool factor when you rush a guy holding a gun while unarmed, whereupon you shoot him in the face with his own gun.

    If you liked the character of Riddick in Pitch Black (One of the best low-budget sci-fi movies, in my opinion...haven't seen the Chronicles of Riddick movie yet), you'll love him in the game. Vin Diesel's voice acting is top notch, and the one-liners are great.

    I also really enjoyed all the small touches. For example, when you look straight down in this game, you see your feet. Your shadow is also not that of the cliche "man standing straight up with gun held at hip" pose, but is instead much more realistic-looking.

    Anyway, to sum it up, when I bought this game I had roughly the attitude you seem to be putting forward, and only purchased it due to the low price. Now that I've played through it, I think it's one of the best games I've played this year.
     
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