Software for the Realtime 3D Modeler?
"There are other problems too: modelers that have no concept of polygon strips/fans or that make it very hard to avoid generating polygons that will never be seen (the inside surface of a pipe for example). Even if you have the target 3D hardware on the modeling machine, it's rare to have the modeling windows look anything like the finished product. I'm wondering if anyone has run across a good solution to this. Possiblly a modeling package more geared to hardware capabilities, or some way of adapting an existing modeler to make it more hardware friendly by blocking or modifying features that 3d hardware can't handle. It would seem such a package could be cheaper too, since it wouldn't have to support as many fancy features."
Take a look at MultiGen & SGI's Performer
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For great justice!
The new version (6) of Caligari's trueSpace has "texture baking". It can translate procedural textures into mapped UV surfaces. Pretty nifty set of tools too. Windows only.
Blender is in the process of becoming open source, and would make an awesome tool for game modeling. Blender had a built in game engine and modeling tools.
Visit Blender3d or elYsiun and help open the source on this program. It could become THE gaming modeller for Linux.
3DFilm does realtime modeling AND video compositing. I use it a ton....
They might be going Open Source, but they have made some demands like they need to get $100k (Euro, ~95k US) in user donations before they open up the source code...So its not a sure thing.
I work mainly in film and commercials, but I do work on a few games per year (modeling/texturing/animating characters). I don't see whats worng with the current tools. 3dsmax supports both OpenGL and D3D in the viewports. :)
As for your problem with procedurals... Well, procedural textures are, for the most part, 3D textures. Which means you do not need UV coordinates to map an object with a procedural. You can, either by script or plugin, "bake" the procedural into a bitmap and use that.
You also have options to send data in any format you choose to another viewer. There are tons of options available. I dont see why choosing a more limiting system would make life easier. As porjects change, you may very well like the versatility your "fancy" application affords you.
Doesn't nvidia's CG fix most of your problems? They (nvidia) are creating plugind for maya and 3dsmax so that one can see the final product in the viewport. If you dont want to wait for Nvidia, try out Softimage|XSI as it comes with some very robust tools for creating shaders for use in video games (yes it really looks like it would in your game). Check this out for more info: http://www.softimage.com/Products/Xsi/v2/features. htm#rts
The last time I looked quake was using binary space partitions, portals etc... in the rendering process.
These are very quick for real time play, because world is broken up into subspaces and placed in a binary tree when the wold is pre-render compiled for the game.
all of this breaking up takes a hell of a long time, it's also a slow process to merge the subspace trees whenever a space changes, this is why it's all pre-rendered and shiped with the game.
So the quake engine isn't good for dynamic real-time modelling, but it is good for realtime play with a fairly static world.
thank God the internet isn't a human right.