Virtual ISS Tournament
Dahamma writes "I saw on Voodoo Extreme that NASA has modeled a "Virtual International Space Station" in Unrealty, an architectural modeling package using the Unreal engine. Download is already a little slow, though, and I can't imagine a /. post will help that..."
Er, what would it help with?
Does anyone know of any sites dedicated to using 3D gaming engines for non-gaming purposes other than the article we saw a while back about a company using Q2 engine for an architectural walk-through? You know, maybe with resources that help take Autocad files and convert them to Quake maps?
There are plenty of people who use the Unreal engine for these sort of things, like the before mentioned Unrealty and the Notre Dame virtual tour. The Unreal engine is so easy to extend and modify because of its modular and object oriented design. The engine actually recently won a price for being so powerful and making development easier. Here is a list of recent improvements to the engine and the editor. Looks really sweet! DirectX 8 + GeForce + UnrealEngine looks like a good recipe for great upcoming games.
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From the Voodoo Extreme site info:
i d=7&page=1
Unreality (needed): http://www.unrealty.net/
VISS ZIP here: http://www.unrealty.net/network/
(you need the first two as per the instructions on NASA's site)
Screen shots: http://www.unrealty.net/network/screenshots.php3?
Where have you been? The Unreal engine does NOT have a 256x256 texture restriction...in fact was one of the first--if not THE first--game to use S3TC to support higher resolution textures two and a half years ago, right after the original Unreal came out. I'm sure a few of us can remember---I know I do--looking at those shots and going WOW! that's incredible. Besides that, the textures have always been 16 or 32-bit, because I remember at the time, the competition, Quake 2, had the 8bit pallette restriction on textures, which is what caused the game to have the brownish tinge that it did...but Unreal definitely did not.
The engine may have its difficulties (the older Glide issue is one of them, which some say has been solved)...but texture restrictions were NEVER one of them.
Next time, you may want to check your history...
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I though it was rather disappointing. The textures sucked, there was hardly any interactivity: no opening doors, moving robot arms or what so ever. Just these little question marks that when clicked pop up a text window.
Nevertheless, you get a pretty good impression of how the ISS is organized.
Jilles
For the client we have DemoNews. Windows only here, sorry.
I haven't got anything for the VISS, but if I find it i'll reply back.
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it don't matter if it is good for a deathmatch, though it would help. Enough people have Q3A and the performance will certainly be good. Does anyone know of any sites dedicated to using 3D gaming engines for non-gaming purposes other than the article we saw a while back about a company using Q2 engine for an architectural walk-through? You know, maybe with resources that help take Autocad files and convert them to Quake maps?
The Assault mission sounds really cool! But then I'm addicted to Assault missions in UT. :-)
Anyway, to make it slightly more realistic, would it be possible to have regiospecific single shot kill? I.e. if you're outside the station, a single shot would kill your character (by virtue of breaking seal on your space suit and death by explosive decompression/hard vacuum exposure). Just a thought...
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If you want you could even set up a cool Assault mission. Be a third-party country and try to raid the station. Then be the ISS defense. You could put sniper rifles by the windows.
Anyone up for a deathmatch? :)
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