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< General 2.0 ~ Some multiplayer project concerning blame... |
ShakKen
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Posted: Sun Jan 22, 2006 2:58 pm |
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Electronic KnightPosts: 380Location: MalaysiaJoined: Mon Oct 17, 2005 4:21 pm
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Raptorman
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Posted: Tue Jan 24, 2006 5:04 am |
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HumanPosts: 18Joined: Sat Jan 21, 2006 12:53 pm
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eglacirion
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Posted: Tue Jan 24, 2006 7:02 am |
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Silicon CreaturePosts: 67Joined: Thu Jul 21, 2005 8:57 pm
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Graviton Beam Emitter
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Posted: Tue Jan 24, 2006 4:50 pm |
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Advanced SafeguardPosts: 226Location: BLAME!Joined: Wed Nov 30, 2005 3:33 am
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Raptorman
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Posted: Wed Mar 15, 2006 7:46 am |
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HumanPosts: 18Joined: Sat Jan 21, 2006 12:53 pm
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Is this thread (forum?) dead? Hehe. I hope not!
I played Quake 4 recently. It occured to me that Quake 4, which uses a modified Doom 3 engine, is able to create massive outdoor and indoor environments by putting them in as background images outside the map and blurring them, giving them an epic, far away appearance. This would be suitable even on the scale of Blame. Which got me thinking, would it be possible to do a Quake 4 Blame mod? I think the technology finally exists to do it as a FPS now, with the Quake 4 rendition of the Doom 3 engine...
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ShakKen
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Posted: Wed Mar 15, 2006 11:47 am |
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Electronic KnightPosts: 380Location: MalaysiaJoined: Mon Oct 17, 2005 4:21 pm
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I'll tell you this much; you'd have to find a raging masochist to attempt producing a level with Nihei's architecture in BSP format.
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kanoe
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Posted: Wed Mar 15, 2006 4:58 pm |
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HumanPosts: 3Joined: Tue Feb 28, 2006 6:25 am
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_________________ I've begun to understand what the insignia means |
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ShakKen
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Posted: Wed Mar 15, 2006 5:22 pm |
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Electronic KnightPosts: 380Location: MalaysiaJoined: Mon Oct 17, 2005 4:21 pm
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Raptorman
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Posted: Thu Mar 16, 2006 12:27 am |
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HumanPosts: 18Joined: Sat Jan 21, 2006 12:53 pm
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