Combine Ogre and Quake 3

What it says on the tin: a place to discuss proposed new features.
hubel
Gnoblar
Posts: 7
Joined: Sun Aug 28, 2005 8:30 pm

Combine Ogre and Quake 3

Post by hubel »

Hi. I am a game designer with bad gramma (Sorry).
And i think about a combination of Ogre3D and The Game Elements of Quake 3. I heard about the releas of the Open Source version of Quake 3.

now my question:

It is Possible to Use the Engine of Ogre and the Game Quake 3?
I Think its nice to have Realtime Shadows, Bump Mapping , Reflection and and and in a Quake game. Eventually a Quake : Arena 2 is Possible.

Ok, now i wait, wait for answers. :)
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 66
Contact:

Post by sinbad »

Sure, but this isn't an OGRE project task. So stop asking, and go do it! ;)
User avatar
:wumpus:
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3067
Joined: Tue Feb 10, 2004 12:53 pm
Location: The Netherlands
x 1

Post by :wumpus: »

Yeah, waiting won't get you where you want to go ;)
hubel
Gnoblar
Posts: 7
Joined: Sun Aug 28, 2005 8:30 pm

Post by hubel »

Ok Ok.
I Only want to request the Possility.
I ám a designer not a programmer, but i want to become a Programmer.

A Long Way ...... it is ok
User avatar
pjcast
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 2543
Joined: Fri Oct 24, 2003 2:53 am
Location: San Diego, Ca
x 2
Contact:

Post by pjcast »

No problems.. Not everyone can implement things themselves. You are fine requesting this here, perhaps someone will feel the same way as you and take on this project... just, it is a large task, and not many will want to do this.

I do think the Quake3 engine was pretty solid gamewise... however, codewise, it does not look to pretty to me, though, anythings possible.. I'm sure it would not be too difficult (depending how absracted it is) removing quake3 renderer and implementing an Ogre one in its place.
Have a question about Input? Video? WGE? Come on over... http://www.wreckedgames.com/forum/
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

The reason why you get these answers to your question is that the bsp demo and the bsp scenemanager was the first proof of concept implementation of the scenemanager functionality.
It is more or less abandoned. Because the tech is old. Because the Quake3 tech (the tools) probably still is limited to non-commercial use. And because the Ogre devs are pursuing more important goals. :wink:

If you want to use Quake tech with Ogre, without the bsp scenemanager, check out what BlasterN is up to:
MapToOgreXml & mini-engine Beta6 + Source
If it doesn't work - bug him for updates! :wink:
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Post by jacmoe »

Yeah, it should be possible to use the Quake AI module in Ogre. :wink:
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
:wumpus:
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3067
Joined: Tue Feb 10, 2004 12:53 pm
Location: The Netherlands
x 1

Post by :wumpus: »

Did quake have any AI at all? :-)
hubel
Gnoblar
Posts: 7
Joined: Sun Aug 28, 2005 8:30 pm

Post by hubel »

Hmm, sorry my english isnt the best.
This Program Importing Half-Life Meshes into Ogre.
I Need the Q3 Level, better a way to convert Elite Force 2 Map´s to Ogre.
And Script and Dialog System and Bla... Much Work, but its ok.

Another Question .
Is any free Game Shell for Ogre Availibel?
For my Project i need a Ego Shooter System.
asceth
Halfling
Posts: 55
Joined: Sat Aug 27, 2005 12:10 am
Contact:

Post by asceth »

if Free Game Shell == Free Game Engine then check this page:

http://www.ogre3d.org/wiki/index.php/Pr ... using_OGRE
User avatar
BlasterN
Gnome
Posts: 378
Joined: Thu Mar 24, 2005 1:07 am
Location: Spain
Contact:

Post by BlasterN »

If it doesn't work - bug him for updates!
I will update the exporter today (this night). Version 1.0, the exporter work perfect now. In (far) future I will take a look to CSG & polys reductions (like QuArk will do in near future). Right now I'm working on the engine. The exporter works with GTKRadian, QuArk & Hammer .map I will take a look to Doom3 .Map format in future.

I will take a look to the Q3 code when i have time enought to waste 5-6 hours...

--

The only problem i see to mix Ogre & Q3 is license. Because of that I make my exporter.
Works:
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
hubel
Gnoblar
Posts: 7
Joined: Sun Aug 28, 2005 8:30 pm

Post by hubel »

hmm,
quake 3 is Open Surce now.
I Think its legal to creat a fully Ogre+Quake3 System.
than it is possible to Convert all the Q3 Mods to This Hybrid Engine.

Iám very interested on this.
User avatar
Game_Ender
Ogre Magi
Posts: 1269
Joined: Wed May 25, 2005 2:31 am
Location: Rockville, MD, USA

Post by Game_Ender »

Quake 3 is GPL, meaning any code you use with it (even as a DLL like most people use OGRE) is also GPL. Many people won't like that.
Bloodypriest
Goblin
Posts: 223
Joined: Thu Aug 18, 2005 2:54 pm

Post by Bloodypriest »

Eh. Unless you're making a fully open-source and/or hobbyist project, Quake 3 source code is best used as a learning experience than as a basis for developing new games. If you plan on making money from your project, the Quake 3 engine is not your thing.
hubel
Gnoblar
Posts: 7
Joined: Sun Aug 28, 2005 8:30 pm

Post by hubel »

No i want to make underground Games.

What, i cant use any NON GPL DLL with the Q3 Source?
User avatar
ahmedali
Gnome
Posts: 302
Joined: Fri Feb 20, 2004 8:52 pm
Location: Lahore, Pakistan

Post by ahmedali »

Quake3 for learning? I havent seen the code, is it as undocumented and confusing as quake2's code.
hubel
Gnoblar
Posts: 7
Joined: Sun Aug 28, 2005 8:30 pm

Post by hubel »

You can learn from a undocumented and confusing code to.
Bloodypriest
Goblin
Posts: 223
Joined: Thu Aug 18, 2005 2:54 pm

Post by Bloodypriest »

Yep. I totally agree. Takes a bit more head bashing and a bit more vodka but in the end you'll be a lot more rewarded because you'll have an even more thorough understanding of the code.
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 66
Contact:

Post by sinbad »

Bloodypriest wrote:Yep. I totally agree. Takes a bit more head bashing and a bit more vodka but in the end you'll be a lot more rewarded because you'll have an even more thorough understanding of the code.
That made me laugh :D Unreadable, convoluted, poorly documented code is bad code, no matter which way you slice it. 'A lot more rewarded'? More like a lot more pissed off and having wasted much more time. Sorry, but there's just no excuse for writing code that's hard to read & understand - it's not faster, and it's often not cleverer. All it does is waste other people's time.

Remember the code itself is just an expression of ideas & techniques. It's those you need to learn. Having to spend extra time learning how to decode someone's esoteric and unreadable expression of those ideas & techniques is not useful to anyone.
User avatar
ahmedali
Gnome
Posts: 302
Joined: Fri Feb 20, 2004 8:52 pm
Location: Lahore, Pakistan

Post by ahmedali »

I long time ago, I read an article on ai-depot about Quake's AI state machine system. I new about state machines but wanted to see how it imlements it. I downloaded and saw the code. I spend hours and hours on it but because of unstructured syntax of C, lack of documentation and comments I ended up with nothing but headache. I felt more like a "hacker" than a programmer.

However I liked studing the source code of games like NoOneLivesForever, A space game by MS ? Cube and many others. An year ago I found NebulaDevice which was way much better than ogre but had to choose Ogre only because it had good docs.

Well that was only me but I also agree with Hubel, if some one wants to learn from it then do it.

@Carmack
It could be more helpful to OS community if you just published the docs instead of source code.
User avatar
:wumpus:
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3067
Joined: Tue Feb 10, 2004 12:53 pm
Location: The Netherlands
x 1

Post by :wumpus: »

ahmedali wrote:An year ago I found NebulaDevice which was way much better than ogre
Uh? How exactly do you find ND is better than Ogre?
User avatar
ahmedali
Gnome
Posts: 302
Joined: Fri Feb 20, 2004 8:52 pm
Location: Lahore, Pakistan

Post by ahmedali »

I was looking for a complete game engine and this is what ND is. Thats why for me ND was relatively way much better than ogre. But when I say better Im saying a better choice for me.
User avatar
:wumpus:
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 3067
Joined: Tue Feb 10, 2004 12:53 pm
Location: The Netherlands
x 1

Post by :wumpus: »

More suited to what you need, yes
User avatar
ahmedali
Gnome
Posts: 302
Joined: Fri Feb 20, 2004 8:52 pm
Location: Lahore, Pakistan

Post by ahmedali »

An year ago I found NebulaDevice which was way much better than ogre
LOL I looked stupid :lol:. I should have used proper words.

Now I see Yake+Ogre, which is potentially better than other engines for me.[/quote]
sgrgc
Greenskin
Posts: 130
Joined: Thu May 12, 2005 1:42 pm

Post by sgrgc »

:wumpus: wrote:Did quake have any AI at all? :-)
http://fear.sourceforge.net/ can be used to add some ai?
Post Reply