n321 wrote:I would like to join the developers user group, I have been talking with Carsten about licencing and he has invited me to join.
Yep, start here for the join process:
http://www.ca3d-engine.de/phpBB2/groupcp.php (Joining is a moderated feature...)
Out of curiosity, what model format do you want static map models in...I am guessing lwo, or ase? Doom 3 uses lwo so I am used to this, I usualy make my models in 3ds max and maybe touch up in lightwave. I assume that animated models are going to be md5 right?
Yes. md5 is the preferred choice for both animated and static models, but ase is fine, too. The only downside of using md5 for static meshes is that it inherently smoothes the normal-vectors, so you may want to prefer ase format in most cases. I also hope to be able to integrate 3ds, obj, dea, etc. formats soon.
I am guessing that shader effects like heatHaze is described in a material like Doom 3?
Principally that's right, but specifically for heatHaze, that's a feature that is not yet supported (many other shader effects are).
My first personal goal with ca3de will be adding a menu system ( just a simple main menu with a few submenus and a save/load game feature) and looking into SP aspects of the game play code. (I have not seen that ca3de has SP features yet...corect me if I am wrong)
About the menu system: I'm currently working on it. The work is progressing very fast these days, and the related code changes frequently and significantly. So I'd just like to ask you to wait just a little longer until I've finished this new and very important module of Ca3DE code. It will definitively help you with making custom menus, and work in a spirit very similar to that of Doom 3.
Single player aspects of game code are mostly a matter of point-of-view, less a technical matter. Also, most of it is done with the MOD source code anyway, so you can just modify the DM source code for your purposes.
Loading/Saving games with Ca3DE is not yet implemented, but it's on my TODO list.
What I will need if I am to help is jsut a detailed decription if the items you want made. Maybe some concept art of the model and a decription of it including the desired max poly count.
Mhhh. This question is not so easy to answer.
First, the polygon count should roughly be similar to what we see in Doom3, Quake4, etc.
I currently have no concept art, but the "theme" of the indoor facility is that of a modern, secret laboratory that has been abandoned by personel for unknown reasons ("after catastrophe"). (The reason is to be investigated by the player during the course of the TechDemo.)
The outdoor part, where the TechDemo / the player starts, is a tropical island, with everything being hot and humid, very similar to the islands seen in games like FarCry, Battlefield2 etc.
You may have a look at the screenshots in
http://carsten.ca3de-community.de/td_de ... ots_qx.zip which show our indoor level as it appears in its original form in Doom3. Our level should be similar in spirit, but not quite so dark (Lightmapping will account for that). (Once you're member of the TD Dev Team, you'll also find this link mentioned in one of the sticky posts.)
Others here may provide you with some reference shots for the island and/or concept art. For example, we might need some small boat (or helicopter?) with which the player arrived at the island, some wooden bridges or wooden, half rotted jetties, etc.
I think that I should also write down an "official" introduction to the TechDemo from the players point of view soon...
I'm also aware that the above is only a very brief and incomplete description -- just ask if you need more details.