Honda wrote:I would like to tell both BZ1 and BZ2 fanatics alike that what we are trying to achieve is not a remake of the Battlezone universe rather a spiritual successor that celebrates the series
Doesn't look that way to me. Everything I've seen so far has been pretty much BZ1 higher poly. As much as I like BZ1, if you're going to be making statements like that you'd better be able to back it up.
A "spiritual successor" as opposed to a remake, yet you use pretty much identical models like the barracks, Razer and I think i saw a Badger a while back. Yeah nah.
I sense some anger!
Feels good seeing it come from the other side of the fence for once
I've never cared about this project, and I'm not about to now. What people do in their spare time is their business, but Battlezone is a dead project. I don't see a need in trying to continue something like this...
Shadow Knight has a point though. I have been reading through off and on through this topic and I've seen almost entirely BZ1 re-made models. Am I sensing hypocrisy, or are BZ2 units planned for the future? Or how about entirely NEW units to evolve the old ones? Re-using resources (or in this case, re-making) sometimes isn't a bad idea, but sometimes its not a good idea, as it could eventually show bias. Sure, there is an appeal with the BZ1 units, I will give them that. But BZ2 had units that looked somewhat more futuristic, which has its own appeal.
I still do not favor the Unreal engine being used for a BZ project. Its a great engine for FPS games, but that's it. Vehicle physics in the Unreal engine is wonky, and its been like that for a while for me. Also, my good friend Kalshion, I think once commented that there is a poly limit even in the Unreal engine. I forgot what it was he said, but I will say this. You can't have 50 50,000 poly units running on the screen at once. You will slow down any system to a crawl doing that. You can make great looking models for less than 8,000 polys. Hell, Flight Sim has amazing models and they average around 5,000-6,000 polys, and they are incredibly detailed still.
Thought I'd give my 2 cents. Love it or hate it, but I do have my own views on things, and personally, I see this project going nowhere and is only around to fill a very, VERY tiny niche market.
LTFEED, tells me that the ASE exporter in Truespace works for getting ASE static models into UDK for the Genesis project. I have made my entire model collection available for the project as well as creating any new models specifically created for Genesis. I always knew the program would be good for something someday.
The TS ASE exporter comes in 2 flavors: the first is for the modelside TS 6.6 modeler in the form of a TSX plugin, and the other is for the Rosetta side in the form of an RSX based RSOBJ script. Both only export single model objects. I converted one of my original BZII air unit models by collapsing the models hierarchy into a single object with another TSX plugin. Someone else will have to texture the models as I basically suck at creating custom skins for models. I'll begin uploading any requested models to my modeling forum as needed. Here's a link to the Genesis modeling forum on my forum. Klink's Genesis Model Repository
TheJamsh wrote:UT3 etc uses 20,000 poly models and above for its vehicles, in fact almost anything. im sure BZ3 will be fine with those!
Most of the improvements are largely due to the later release date of the UDK engine. BZII and I predate it quite significantly. I also think the Genesis project is a testiment to the power of Battlezone in general. Those of us who truly value the Battlezone genre welcome this project without reservation and see it as a continuation of that legacy. BZII, has quite a few limitations that Genesis should help overcome with newer more advance game features supported by UDK. I see the project as a win win for Battlezone fans. It will more then likely attract more people to Battlezone then draw them away from it.
unfortunatly, we cant use any copywritten material or IP of Activision. I have instructed the storywriters and concepters/modellers to steer clear of any possible conflics with existing IP. weve decided to create a new set of factions to avoid this problem: the International MIning Industry and the Rebel Faction.
we are curently working on releasing the first Offical ALpha, which will include a complete character description and Prologue as part of a training mission.
also due to the extreme complexity of UDK weve decided to focus on the three main vehicles: the Fatty, the Razor and the turret. we have concepts and models for all of the other vehicle types found in BZ2 and 1. UDK can have hundreds of vehs and we plan on having all of the typical BZ vehicles, just updated for high poly models. we have an alternative to Biometal, which we call Bionite. it has the same basic properties as Biometal and we use it basically the same way. we may not be extracting from geysers....and were always looking for good ideas for the resource management/RTS aspect of the game.