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17th August 2010
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 PROJECT - BG&E: Source, BG&E in the source engine?
Ugly Duck
Posted: Jun 5 2006, 01:51 PM


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Before any details can really be outlined with this, it will need a Project Manager. The position is up for grabs and it's first come first serve, so let's go for it.

Other than the PM, the project will require:
  • Texture creators - Anyone who can make or produce a good texture will be important.
  • Hammer creators - The program "Hammer" is the primary tool for creating Source maps. Anyone capable of creating maps in hammer will be needed.
  • Lau Scripters - People who can code in Lau scripting will have useful skills, as most of the Source script is Lau.
  • Modellers - Anyone who can model in a program capable of exporting 3DSMax files.
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Flapjack
Posted: Apr 3 2009, 01:09 AM


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3 Years Later...

I don't know if this is the right place to put this but this is a project i have been working on since 3/20/09. I have posted this at the ubisoft forums but i feel as if it deserves to be posted somewhere else where it can get more attention! I am in need of textures and models and.. lua for space craft :unsure:??

This is My Project but i wouldn't mind working with others!


Please Visit Moddb Page to view current progress and up to date media of my project!

---------------------
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Ugly Duck
Posted: Apr 3 2009, 09:01 AM


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This is really stellar. I'm really impressed with this, well done. Also, that post I made is outdated. There's no guarantee that it use lau scripting. My recommendation would be to have a look on the facepunch forums and see if there are any resources available over there.
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The_Evil_Reaper
Posted: Apr 3 2009, 03:39 PM


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Good work indeed, really impressive!

I wish I could help, but I'm a mere line-art-artist, so I doubt if I can be of much help. Plus I don't really have the time to help.
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Luke-54
Posted: Apr 3 2009, 03:58 PM


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Half year too late mate. I could help, but I haven't got any free time :(
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Flapjack
Posted: Apr 3 2009, 06:32 PM


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QUOTE (Luke-54 @ Apr 3 2009, 03:58 PM)
Half year too late mate. I could help, but I haven't got any free time :(

Better late than never! I'm guessing if i am going to make a spacecraft it have to be done like in Eternal Silence and not made in hammer.

Edit: Someone back at the ubisoft forums said he was able to get into the .bin files so if its true and he gets some out i might need some help getting it into the source engine!

http://forums.ubi.com/eve/forums?a=tpc&s=4...7647#3991097647
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BG&E Voyager
Posted: Apr 4 2009, 03:44 PM


The voyage has begun
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Wow, excellent stuff :welldone: I really wish I could help, but my knowledge of anything technical is severely limited; I guess the only thing I could do is be a cheerleader!
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Lightweight
Posted: Apr 5 2009, 11:46 PM


Veteran of the 16-bit War: SNES commando.
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Then let's cheerlead together, B-Gev.

*Throws B-Gev pom-poms and a cheerleading dress*

Never mind that the skirt is too short. You'll grow into it.
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Woden
Posted: Apr 6 2009, 08:00 AM


uh oh... eh what?
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Nice work, man. ;)

What graphics-engine are you using?
What tools for the 3D modelling and texturing?

That would be the first 2 questions i'd like to ask. :)
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Flapjack
Posted: Apr 6 2009, 07:15 PM


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QUOTE (Woden @ Apr 6 2009, 08:00 AM)
Nice work, man.  ;)

What graphics-engine are you using?
What tools for the 3D modelling and texturing?

That would be the first 2 questions i'd like to ask.  :)

I'm using the Half Life 2 Episode 2 Engine in the Source SDK it comes with the game! I haven't made any 3D Models so i couldn't answer that and for texturing i'm using infranview,gimp,vtf edit and vtex! Vtex converts tga multiple of 4 i believe into vtf which is useable by the engine. At this time i'm not very good at making custom textures and have no idea how to make a custom model.

Right now i'm trying to make a video for my next update.

Edit: New Video has been uploaded!

Also i wouldn't mind a good spacecraft model in .mdl with correct textures and model formats!
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Vesh
Posted: May 2 2009, 05:51 PM


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This still going on at all? Wouldn't mind lending a hand if wanted.

Texture painting, modeling, whatever.
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Flapjack
Posted: May 3 2009, 04:22 AM


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QUOTE (Vesh @ May 2 2009, 05:51 PM)
This still going on at all? Wouldn't mind lending a hand if wanted.

Texture painting, modeling, whatever.

As this is my first mod i don't quite know how my mod will end but i will continue on doing what i can!

All the new progress of my mod is getting updated every week maybe less at my moddb page.
http://www.moddb.com/mods/beyond-good-evil-source

At this time i know that i can provide reference photo's and videos needed to make a model or texture! The only thing i need to finish in the mammago's garage area is the kbups (1) (2) and the pearl machine thingy (1) which both seem doable using just solids in the editor but being a lazy butt myself i make it a lot harder than it actually is <_<

So.. i don't need any models yet but it would be nice to have a texture artist since i have been using the same 3 board and 1 stone textures and wouldn't mind having something new to use when i need it! If you could do some textures for me it would be very nice you can add me on steam (preferred) = Stinkyarmpit or Xfire which is the same username!

Keep in mind this is my first mod so don't expect it to turn out looking amazing.. just saying ;)
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Vesh
Posted: May 3 2009, 06:03 AM


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Cool. Added you. I'll fire up modo in a bit and give those models a go. Vending machine should be pretty easy, even with a little more spice and detail. Pearl machine will be fun.

Might try making some general tiki objects to help in scaling the place up, too.

Love the game, but that cartoon scale in BGE tended to undersell the environments (and make for some annoying camera operation) so it might be useful - if you aren't against it - to have some more decorative widgets and detail set pieces to fill in gaps with.
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Denouement
Posted: May 3 2009, 07:32 AM


Pretentious username, ain't it?
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Undersell? I dunno--the walls were covered with posters and billboards and color; I thought they looked pretty nice. Then again, they weren't as "dense" as some other environments.
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Vesh
Posted: May 3 2009, 09:13 AM


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Doh. Was in a hurry, tried to throw too many little bits of idea into one sentence. Lemme split the two ideas (and then throw em back together). One is detail balance and the other is scaling+proportion.

BGE's level design has a weird, disproportionate cartoon scaling to things that tends to make some of the environments feel a little awkward and sometimes cramped. It's not something that's "wrong" necessarily, just something that could possibly use attention when translating the game to a newer engine. We could open up those environments without confusing the design or, in the end, bogging down a player's machine. No need to compress the space for performance or ease of development.

In the original, the balance of detail on those smaller stages were great as they were, large and iconic, filled the world well. But, if the sets are going to be translated to something more realistic, individual items are going to be smaller, spaces are going to be larger, there will be new empty space to either redesign for balance or populate with new detail.
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