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Lone Fox
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Post subject: bz3 theta out Posted: November 1st, 2010, 2:04 am |
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Joined: August 12th, 2010, 5:59 pm Posts: 439 Location: Where coconuts migrate too
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hey has anyone looked at the battlezone 3 forum lately they got a working theta set up http://www.battlezone3.com/forum/index. ... rdseen#newanyone want to try it out? EDIT: it seem al my post are not going in the topic were they were sent. so hopefully this edit fixes that EDIT:nope my post refuses to go were i sent it. EDIT: found out mr.spock was moving them. so i am makeing another topic to post this in so he cant yell at me
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Sporkinator
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Post subject: Re: bz3 theta out Posted: November 1st, 2010, 4:08 am |
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Joined: June 1st, 2008, 9:16 pm Posts: 3989
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Does it run on Intel Integrated Graphics Cards? Just want to know if the 159.45 MB is worth downloading.  That thing seems kind of big and bloated, considering it isn't even finished... it can't be finished, it's still practically a brand new project.
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Snowcone
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Post subject: Re: bz3 theta out Posted: November 1st, 2010, 5:08 am |
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Joined: October 3rd, 2009, 4:20 pm Posts: 418 Location: TX, GA, DC
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I wouldn't hold your breath just yet, I got a Runtime error on my laptop. I'll see if I get anything with my test rig tomorrow.
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Mr. Spock
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Post subject: Re: bz3 theta out Posted: November 1st, 2010, 2:46 pm |
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Joined: August 20th, 2007, 12:17 pm Posts: 3155 Location: Zagreb, Croatia
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How cool... not. After your "big" contribution to 1.5 section, you are now going to start "testing" some silly game made out of BZ2.
Let's remind ourselves what you did for 1.5: - Snowcone posted about AA not working over CP, which was already concluded 9 months ago. - LoneFox posted about green cursor remaining after crash, which was conluded 11 months ago.
Thanks guys for your intel and keep up the good work!
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Lone Fox
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Post subject: Re: bz3 theta out Posted: November 1st, 2010, 7:11 pm |
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Joined: August 12th, 2010, 5:59 pm Posts: 439 Location: Where coconuts migrate too
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mr.spock you forgot to mention the fact that me and snowcone are trying to make a promo vid for 1.5 so all our bz time is going into that, to get the footage we need. plus i got this in a email i am not really on there fourms anymore. so hop off our nuts. 
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Mr. Spock
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Post subject: Re: bz3 theta out Posted: November 1st, 2010, 7:24 pm |
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Joined: August 20th, 2007, 12:17 pm Posts: 3155 Location: Zagreb, Croatia
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1. 1.5 testing lasts for almost a year now, while your promo-idea was born week ago. 2. you won't make 1.5 promo, but that's a good thing. 
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Lone Fox
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Post subject: Re: bz3 theta out Posted: November 1st, 2010, 7:41 pm |
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Joined: August 12th, 2010, 5:59 pm Posts: 439 Location: Where coconuts migrate too
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expect for the fact that i allready have an hour of film i have to edit for highlights. and probably have and another hour from tomorrow. sure that will probably be only 10 mins off actually highlights but were on our way there. hop off my balls P.S: watch him change my title thing to bz dummy or something. 
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kickback999
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Post subject: Re: bz3 theta out Posted: November 4th, 2010, 7:29 pm |
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Joined: October 26th, 2010, 2:57 pm Posts: 25 Location: North Somerset.England
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An interesting project that, but unless they can cook it for ps3 despite it not being an actual UT3 mod im not even going to bother trying with my intel graphics... Got a free weekend of UT3 from steam a while back and that wouldn't run so this I can be sure won't. However there is a youtube video of it already if you haven't all already found it. Its only a theta(eh?) but vehicles in third person just like on UT3 itself and the pilots gun is just a standard UT3 pulse rifle. I wonder if UDK can deal with the concept of sniping pilots out of a vehicle? I am also sure I heard it was meant to be more influenced by BZ1 that doesnt look like it. Nevertheless I will watch with interest until the project is finished or dies and see what they come out with, as I would like to see what sort of bz or even bz2 style gameplay they can get out of unreal engine 3.
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Sporkinator
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Post subject: Re: bz3 theta out Posted: November 4th, 2010, 10:20 pm |
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Joined: June 1st, 2008, 9:16 pm Posts: 3989
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Quote: An interesting project that, but unless they can cook it for ps3 despite it not being an actual UT3 mod im not even going to bother trying with my intel graphics... So it doesn't play nice with Intel Integrated cards?  If that's the case, we should just forget about this silly "BZ3" project. Part of the beauty of Battlezone is that we never needed a high-end rig to run it. There's no point remaking BZ in another engine with steep minimum requirements.
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JKB1183
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Post subject: Re: bz3 theta out Posted: November 25th, 2010, 8:09 pm |
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Joined: November 24th, 2010, 11:24 pm Posts: 22
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Sporkinator wrote: So it doesn't play nice with Intel Integrated cards?  Depends on the graphics chipset. My old intel one wouldn't have run UT3, but it was quite a poor one. Being integrated is not a problem, because integrated chipsets are just as varied as graphics cards are. Upgrading really isn't a problem if you know what you're doing. I was able to get a new PCI nVidia 8400 for about £20, so it's really not hard. Mr. Spock wrote: some silly game made out of BZ2. It's built on UE3... Or am I misunderstanding you?
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Mr. Spock
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Post subject: Re: bz3 theta out Posted: November 30th, 2010, 12:55 pm |
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Joined: August 20th, 2007, 12:17 pm Posts: 3155 Location: Zagreb, Croatia
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JKB1183
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Post subject: Re: bz3 theta out Posted: December 2nd, 2010, 7:54 pm |
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Joined: November 24th, 2010, 11:24 pm Posts: 22
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Since it's not in the i76 engine, it's not technically made out of BZ2, just like it's not made out of BZ1  Besides, from what I can see (and I've never visited the forums, just seen the odd video or screenshot) aren't they going more based on BZ1 than BZ2? I don't suppose it matters. In all honesty, I can't see this getting off the ground.
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w2m
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Post subject: Re: bz3 theta out Posted: December 24th, 2010, 3:17 am |
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Joined: December 24th, 2010, 1:14 am Posts: 2
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Geez tough crowd in here. Lots of bz3 bashing. Anyways, let me introduce myself. Im a 3d and texture artist. I have worked on a few different games and mods. I am pretty much self taught, everything from 3d, uv mapping to texturing has been a painstaking, hair pulling process. I joined the BZ3 team yesterday, I plan to take lead 3d/texture design for them and hope to produce 2 models per week, sometimes more depending on complexity, etc. Some of my work can be seen here. http://www.moddb.com/mods/homeworld-2-the-sands-of-timehttp://www.moddb.com/mods/black-horizonhttp://www.youtube.com/user/hw2sotTo address some issues which I have seen. I will focus on keeping BZ3 designs/textures about 50years ahead of bz1. They will reflect the old designs of bz1, but still be futuristic enough as to where they appear 2nd generation. I am avoiding bz2 designs since they seem more alien and dont have a good feel (imo). The second issues I wanted to address is game engine. I think UDK is a phenomenal engine and has a lot to provide. Replicating bz game functions wont be hard, but will take time. I realise a few of you cant ran UT engine, if thats the case, I suggest investing 50$ and getting a cheap gfx card, as even the lowest end gfx card on the market today will be able to run it. Dont expect a pc which barely runs bz to run UDK. Even though UDK can support a extremely high poly count per vehicles. (10k +polys) i have opted to keep polys to a minimum. Around 1500-3000 per vehicle... So to show what I have produced for BZ3 in these 2 days of being with them. This model took roughly 7 to 9 hours to do, with frequent breaks, watching youtube, music etc...  Uploaded with ImageShack.us Uploaded with ImageShack.us Uploaded with ImageShack.usI hope I have the support of this forum, and fellow BZ players. Cheers
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BZROM
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Post subject: Re: bz3 theta out Posted: December 24th, 2010, 6:26 am |
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Joined: July 8th, 2010, 5:16 am Posts: 23 Location: U.S.A. NC.
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w2m
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Post subject: Re: bz3 theta out Posted: December 24th, 2010, 4:39 pm |
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Joined: December 24th, 2010, 1:14 am Posts: 2
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Thanks for the welcome, however I'd have to disagree with you on your point. It seems that what ever it was that I was to make, whether it be a box or tube, would always be referenced to bz2. This tank, imo is less like bz2 because it has no big sloping curves, no crazy bright colors that make it a huge target. It uses a metal skin, has side thrusters, rotating cannon. The bz2 vehicles had minimum military markings, where as mine has rust, scratches, military markings etc.
"In my opinion it look neither as good as bz1 or bz2 designs." That was the objective, it is not replacing bz1 or bz2 models, it is bz3. Considering I am doing this for free and for the community, dont expect me to spend days on just one model/concept. That time is reserved for projects I get commissioned for.
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