Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)
Thats not the high poly, that would be way to low poly lol.
Thats not the low poly, that would be VERY poorly modelled lol.
No idea, but its not been converted yet for use, so don't read into any of that uglyness and stupid polyflow.
Thank you. :)
ModDB's high compression does wash out this pic some what... CLick it to enlarge it! :p
Anybody who hasn't voted for OverDose, give it a look over now!
www.moddb.com/mods/overdose - or, in the next few days - www.moddb.com/games/overdose
Why check it out...? Well we took the Quake 2 engine and gave it a better renderer than id Tech4, it even has full per pixel lighting and soft shadow mapping. Even Real Time Ambient Occlusion! If thats not enough, maybe the awesome screenshots and videos of it in action are enough? What about the music thats on offer to stream, too? Maybe the concept art of all the new game modes and characters...?
Give it a shot! I hope I get at least a few voters! :D
GUYS THIS IS A REMINDER, PLEASE READ, THANK YOU
If you visit the OverDose section at ModDB any time in the next few days and things don't quite work (i.e. the game just isn't there) please point your browsers at the games section instead. The URL should be:
That will be the new URL of the site at ModDB. All comments, votes and watchers will *NOT* be affected. Thank you.
Because there is no other recent engine that gives us the flexibility we needed. Quake 3 was the only other choice.
We wouldn't even dream of going with one of those "other" engines like Ogre and stuff, no chance lol.
OverDose, in code, is pretty much 99% all new, coded how we want, the way we want. Clean and fast. Thats what we needed more than anything. Engines like Ogre and stuff are, to be fair, full of ugly code and hacks. We didn't want that.
Plus, OverDose started out by using the Evolved engine, which is our previous engine, which was a source mod for Quake 2 that improved the graphics to that, so it all made sense.
Actually, this is a common misconception...
A lot of mods do this, and don’t seem to understand legal issues will not and cannot crop up until you get serious into dev, by which time it’s to late, and you lose a lot of work.
Trust me, this mod may of got coverage, but if it was me I would of called it Jurassic Land or something silly and have the lead guy be called "Adam Grunt".
The problem with IP theft is that most of the time legal teams will actually sit back and watch you get on BEFORE swooping in. I've seen a lot of mods and games have this happen over the years. The actual term is being "Foxed" thanks to what Fox did to the Aliens mod for Quake 2 I believe it was...?
Anyway, just be careful. I would get that permission "NOW", before you move on. You have more than enough work to show you are serious with this. But wouldn't you rather know you have to cease and desist now, or change the name/branding now? Rather than when you’re just about to release, and have to can the entire thing...?
It doesn’t hurt to be cautious when you’re dealing with another person’s property and IP.
The sad thing is this will be closed down as soon as it gets any kind of attention...
The sadder thing is its better than anything the actual licence holders could pump out :(
Nope, we cant. But its a Quake 2 SOURCE mod, which at the time of registration, meant they were unwilling to make it an indy game... Even though the technology is re-written from Quake 2's engine.
So it WAS Quake 2 at its heart, but we re-wrote it all.
I'll try again, but it seems my emails fall on deaf ears...
You DO know thats a high poly source mesh to be rendered to texture for the normal map thats used over the low poly ingame model, right...?
Or did yo uexpect each model to be a few million polies, when no other game matches that detail ingame? :p
So you’re saying you want more generic stuff, rather than something original? You want something you can get else where...?
These are the first person view arms, the arms that hold the gun on screen. They are for the one team only.
They aren’t generic soldiers. They are humanity’s last best hope against the Marauders in a post nuclear war. These guys can’t just go down to the local 7/11 and buy weapons and stuff…
From what I can see you look like your pushing way to many polies when you dont have to.
You could always use a small alpha tested patch wit ha circle on it, hovered above a small hexagonal shape under it. That way you reduce the polycount while still keeping the visual effect your after.
Thank you, that means a lot to us. :)
How the hell can this be mod of the year...? Its not even out yet...?
Material Editor - XP has one built in. Its called word.
Procedural Texture Generator? - Sure, I'll get our coder right on it, just after he finishes the "Make new map" button.
AI Node Support - Pointless when there are no bots.
Nope. I have a feeling they simply cocked up, and didn't want to admit it. ModDB is run very oddly at times. I've had emails telling me I wasn't allowed to post news, because it would take away the shine from OTHER game news...? What? Its news lol...
But yeah, I'll get in touch with them and ask them to move it to the proper section. Trouble is I dont know if they can.
You dont need Quake 2, or its files. Its free.
I'm going to try to get ModDB to move this into the indie area. For some reason they deleted it first time around and told me to move it here instead, and its getting old answering this same question over and over. This must be the 30th time now.
When I made the page, some guy from ModDB emailed me and told me to remake the entire thing under the mods section, because only fullscale games that are planning on going retail should be under the "games" section.
So yeah, I fully agree, but if I didn't put it here, I couldn't have it on ModDB. I agree its stupid, but what can I do...
Whats that picture supposed to be...? It looks like a slab of cheese with some potatoe slices next to it...
CAN I HAZ CHEZ NOW?
Since this design we decided to go with a more mutated look, over the standard alien/borg style. The Marauders are humans that have been exposed to Radiation and horrible events, so they need to look a little less Borg and a little more... Well... Warped.
This guys just bad ***. Look at him. LOOK AT HIS TOES! :p
Locking down design choices. We went with an updated Marine style and look, such as this one: Moddb.com
This was back when OverDose was a Q2 spin off, same universe. Since then we really pushed our own design but a lot of this will make it into OD.
To be fair, I am getting fed up of the "Are those CS hands" thing, like CS is the only game that could ever do them, lol... I'm so fed up I'm even starting to think about scrapping them for soemthing so original they haven't been done before... But then I think "Why? So a couple of internet people can get over the fact we used the same design as another game..?"
Come on guys. We have full high poly models for everything we do. We don't take shortcuts. Pretty much every texture file and model is high polied, *NOT* CrazyBumped like 99% of the mods out there. This takes time.
Ask yourself why we would suddenly change that style over night on a single model, and risk it all...?
They were made from the ground up, by myself and Mo, complete with high poly and new texture work. Another games hands wouldn't even work in this engine becuase of smoothing issues, but the question remains, why would we use another games hands when all other 4000+ files I've made are original/new...? We just based them on a fingerless glove, which, lets face it, isn't exactly an original idea in iteself.
Erm... Rad has ALWAYS had that ability, you just change the view style so it shows those views. All 3 at once, lol... Muppet :p
But we COULD sell it if we wanted... A Q2 licence is all we need, and if we were serious about selling it we would be serious about buying that.
But for now, OD is free, and we cant see that changing on this project at least.
You can tell I put 80+ hours into that game already :)