Combine Ogre and Quake 3
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- Gnoblar
- Posts: 7
- Joined: Sun Aug 28, 2005 8:30 pm
Combine Ogre and Quake 3
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.
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.
- sinbad
- OGRE Retired Team Member
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- pjcast
- OGRE Retired Team Member
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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.
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/
- jacmoe
- OGRE Retired Moderator
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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.
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!
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.
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!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- jacmoe
- OGRE Retired Moderator
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Yeah, it should be possible to use the Quake AI module in Ogre.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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- Gnoblar
- Posts: 7
- Joined: Sun Aug 28, 2005 8:30 pm
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.
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.
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- Halfling
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if Free Game Shell == Free Game Engine then check this page:
http://www.ogre3d.org/wiki/index.php/Pr ... using_OGRE
http://www.ogre3d.org/wiki/index.php/Pr ... using_OGRE
- BlasterN
- Gnome
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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.If it doesn't work - bug him for updates!
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
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
- Game_Ender
- Ogre Magi
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- Goblin
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- Goblin
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- sinbad
- OGRE Retired Team Member
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That made me laugh 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.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.
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.
- ahmedali
- Gnome
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- Location: Lahore, Pakistan
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.
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.
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- Greenskin
- Posts: 130
- Joined: Thu May 12, 2005 1:42 pm
http://fear.sourceforge.net/ can be used to add some ai?:wumpus: wrote:Did quake have any AI at all?