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Author Topic: Plastic Piranha - Interview Part 1
AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: In The News
Posted: Sunday, Apr. 8, 2012 06:39 pm
Questions:
Is this game the scale of Call of Duty?
Example:
Doorways = 56 units wide/96 units high
Double door = 128 units wide/96 units high
Window Height = 32 units from floor to the bottom of the window frame.
Window Frame = minimum of 46 units wide 72 units high. (Inside diameter)
http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Gameplay_standards

Is the hand going to change, in the video it takes up (to me at least) a big chunk of the screen, or maybe its the weapon?

I personally like the hand placement in COD4, it doesn't take up a big part of the screen.




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{GITS}TheCleaner
General Member
Since: Apr 8, 2012
Posts: 58
Last: Oct 4, 2013
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Level 3
Category: In The News
Posted: Sunday, Apr. 8, 2012 07:14 pm
Good luck guys, nice post Ray [wink]
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: In The News
Posted: Sunday, Apr. 8, 2012 08:22 pm
AFirstTImeMapMaker writes...
Quote:
Questions:
Is this game the scale of Call of Duty?


Hi,

The game is built on Unreal Engine 3 and therefore the scale used is that of Unreal.

Some examples:

-Player is 96 high.
-Wall thickness is 16.
-Space between the floors is 16.
-Standard doorway is 96 x 16 x 128.
-Narrow doorway is 64 x 16 x 128.
-Garage doorway is 192 x 16 x 160.

You can already get prepared for mapping in the game by using UDK February 2012 :)


edited on Apr. 8, 2012 01:23 pm by zeroy
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: In The News
Posted: Sunday, Apr. 8, 2012 08:25 pm
AFirstTImeMapMaker writes...
Quote:
Is the hand going to change, in the video it takes up (to me at least) a big chunk of the screen, or maybe its the weapon?


Nothing you see in the video/screenshots is final and therefore subject to change, the design team is making sure that the player will have maximum visibility when playing.
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Welshy
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Since: Feb 16, 2007
Posts: 1810
Last: Mar 22, 2020
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Admin
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Im a HOST of MODSonair
Category: In The News
Posted: Sunday, Apr. 8, 2012 08:36 pm
zeroy writes...

Quote:
Hi,

The game is built on Unreal Engine 3 and therefore the scale used is that of Unreal...etc

Nice, Thanks for the info [thumbs_up]
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tHMatt
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
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Level 5
Category: In The News
Posted: Monday, Apr. 9, 2012 12:49 pm
I was really interested in this game but I didn't realise you where using Unreal Engine :( I hoped you where making your own custom engine and not some commercial poo-poo.

Does this also mean your not making custom Authoring Tools either? And if people want to mod for it they must spend 6 months learning UDK (as you said)? One of the biggest points here I thought is that the games 'Modifiable' but with Unreal and UDK its pretty much Moddable out the box so I don't see that as a legit selling point for your game at all any more.

UDK does not allow developing from scratch, its just a rendering editor, you can't build a map in UDK alone, you require LOTS AND LOTS of 3D Models coming in from other packages like 3DS Max and MAYA.

if some little modder comes along and wants to make a cool map in COD4, he can, he can use brushes and it generally looks nice and the learning curve is very small. If he wants to do this for your game, he must learn UDK and 3DS Max to a decent level which can take very, very long and can be very daunting.

The game looks cool and you guys have done really well! But it just doesn't look very appealing.. the 'General FPS' market for indie games died long ago, if you don't hit the market with innovation, you die, regardless of your business model of 'Free to Play' - Why play your game when I can go to the 10 other, already popular and stable releases?

Matt.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: In The News
Posted: Monday, Apr. 9, 2012 01:14 pm
1337MattY writes...
Quote:
I was really interested in this game but I didn't realise you where using Unreal Engine :( I hoped you where making your own custom engine and not some commercial poo-poo.


Interesting PoV [biggrin] - Some consider it the best Engine around - see list of games using it here

1337MattY writes...
Quote:
Does this also mean your not making custom Authoring Tools either? And if people want to mod for it they must spend 6 months learning UDK (as you said)? One of the biggest points here I thought is that the games 'Modifiable' but with Unreal and UDK its pretty much Moddable out the box so I don't see that as a legit selling point for your game at all any more.


Refer to the list of game in the link above and you will see that only a handful are moddable out of the box. Not every Studio provide tools despite using UE3 as base. As for the authoring tools, well, they are all there already - aside from a modelling tool you will need to create new models (Our game will ship with tons of assets though....)

1337MattY writes...
Quote:
UDK does not allow developing from scratch, its just a rendering editor, you can't build a map in UDK alone, you require LOTS AND LOTS of 3D Models coming in from other packages like 3DS Max and MAYA.


As said above, our game will ship with editor AND assets - see RO2 SDK as an example, i think ALL assets from the game are in the editor. Also, as said in my original post we dont use UDK but UE3 - so we have access to the core engine too. Modders wont but they will be able to mod the functionality of our game using simple text editors and editor itself (we use Archtypes).

1337MattY writes...
Quote:
if some little modder comes along and wants to make a cool map in COD4, he can, he can use brushes and it generally looks nice and the learning curve is very small. If he wants to do this for your game, he must learn UDK and 3DS Max to a decent level which can take very, very long and can be very daunting.


Learn UDK yes - one can do that right now, it also doesnt take 6 months! I created this short level only with stock and free downloaded models in under 2 days:

http://www.youtube.com/watch?v=MFbtNEouUs0

You can also take a look at what guys from the community are already doing in terms of maps for our game here.

1337MattY writes...
Quote:

The game looks cool and you guys have done really well! But it just doesn't look very appealing.. the 'General FPS' market for indie games died long ago, if you don't hit the market with innovation, you die, regardless of your business model of 'Free to Play' - Why play your game when I can go to the 10 other, already popular and stable releases?


Whats been shown is WIP - Studios rarely show off game in such early state by fear of comments like yours :) - patience my friend, all will be revealed.

Thanks for taking the time to post, hope i brought some insight for you in regards to [unfounded] pre-conceived ideas on Unreal Engine!
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AFirstTImeMapMaker
General Member
Since: May 30, 2011
Posts: 214
Last: Oct 27, 2018
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Level 4
Category: In The News
Posted: Monday, Apr. 9, 2012 01:59 pm
Just a question, when you release the game
(looks really great :) ) will there be a way to change the mp models? so I can easily port cod4 character model to udk and I can use the cod4 game play standards to create maps?

I can always use udk standards but I just wondered :P
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: In The News
Posted: Monday, Apr. 9, 2012 02:05 pm
AFirstTImeMapMaker writes...
Quote:
Just a question, when you release the game
(looks really great :) ) will there be a way to change the mp models? so I can easily port cod4 character model to udk and I can use the cod4 game play standards to create maps?

I can always use udk standards but I just wondered :P


You will be able to replace player models yes - how hard that is I do not know! [ohwell]
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Welshy
Preferred Member
Since: Feb 16, 2007
Posts: 1810
Last: Mar 22, 2020
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Level 8
Admin
Forum Moderator
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Im a HOST of MODSonair
Category: In The News
Posted: Monday, Apr. 9, 2012 02:15 pm
There seems to be some confusion between the UDK and mod tools for a game.

I have to admit, I was really not a fan of the Unreal engine, particularly when used to a subtractive environment. (Now it's additive like CoD/Source)

However when you actually take a look at the UDK, you realise that it's actually an incredibly powerful tool. It gives you pretty much everything you need to create a game, straight out of the box. Once you get over a few of the weird button mapping choices, it is essentially the same as any of the other editors out there.

It's important to note though, the UDK is not a "modding" tool, it's a "game development" tool. Mod tools are completely different to a Source development kit. Mod tools, in the terms of say CoD are tools that allow you to create custom content for an existing game, using the textures and models from that game. The CoD4 version of radiant is not the same as the CoD1 version, they are similar and you can pretty much jump between the two fairly easily. The UDK is for creating a full game from scratch.

In the case of Rikochet, they are working with the Unreal Engine 3 not the UDK. They started with the UDK and you can download to begin learning how to map for the game, so that you are ready when it is released. It will be coming with it's own version of an unreal editor, just like RO2 or the older brothers in arms did. You'll be able to use their models and their textures that were used in the game just like you do with CoD mod tools.

Seriously though, if you have mastered mapping in CoD radiant, then you really won't find it that hard transferring to unreal. Other than a few button changes and slightly different ways of doing things, it's exactly the same. (Yes you can draw out brushes)
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MODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 5pm GMT to listen LIVE.
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