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| Should Battlefield Pirates be remade on the Unreal Engine? |
| Yes! |
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| Nay.. |
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[ 0 ] |
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| Total Votes : 3 |
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Retired_Light_Keeper Land Lubber
Joined: 01 Jul 2010 Posts: 6
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Posted: Thu Jul 01, 2010 12:43 pm Post subject: Moving to Unreal |
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I really think it's the best option currently.
There's so much potential lying around, members and non members love it.
Unreal can really unleash the full possibilities that Battlefield 2 can't.
Let's not forget it could be a money maker, official, and all the benefits along with it.
What's holding us back?
Apart from crew.. |
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Ducking Navigator
Joined: 16 Jun 2008 Posts: 155 Location: Sweden
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Posted: Thu Jul 01, 2010 7:59 pm Post subject: |
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You said it yourself... Not enough devs ;) _________________
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Bensta BFP Developer
Joined: 21 Aug 2006 Posts: 43
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Posted: Fri Jul 02, 2010 11:02 am Post subject: |
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Yup, not enough devs, i have been thinking of porting to another engine too, even started it, but too much for 1 guy. _________________
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Anonymousity Beta Tester

Joined: 26 Jan 2006 Posts: 233
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Posted: Fri Jul 02, 2010 5:04 pm Post subject: |
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What about Torque 3D... ;) _________________
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elander Post Captain
Joined: 01 May 2007 Posts: 662 Location: Sweden
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Posted: Sun Jul 04, 2010 12:27 pm Post subject: |
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I'd say wait for a smash hit game with loads of players and modding potential And then lets go - I'll help out, if I can  _________________
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Retired_Light_Keeper Land Lubber
Joined: 01 Jul 2010 Posts: 6
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Posted: Mon Jul 05, 2010 10:32 pm Post subject: |
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| Which engine, Bensta? |
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Bensta BFP Developer
Joined: 21 Aug 2006 Posts: 43
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Posted: Tue Jul 06, 2010 9:26 am Post subject: |
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Gamecore and UDK. _________________
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elander Post Captain
Joined: 01 May 2007 Posts: 662 Location: Sweden
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Posted: Tue Jul 06, 2010 11:21 am Post subject: |
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Damn I wanna learn whats needed to become a dev. Learn coding, modeleing and shiet, mapping - I know that  _________________
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Retired_Light_Keeper Land Lubber
Joined: 01 Jul 2010 Posts: 6
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Posted: Tue Jul 06, 2010 1:49 pm Post subject: |
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| I think, at least it looks visually like UDK is the more advanced and easy on the eyes. But how hard is it to adjust & learn from the bfeditor to the UDK editor, thats the question. Timescale? |
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Ducking Navigator
Joined: 16 Jun 2008 Posts: 155 Location: Sweden
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Posted: Tue Jul 06, 2010 4:08 pm Post subject: |
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The problems are modeling, texturing and animating (and making maps look really good), other things can be managed
EDIT: Any chance we'll be seeing 2.5 anytime soon? Or are all of the devs too busy with real life? _________________
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Bensta BFP Developer
Joined: 21 Aug 2006 Posts: 43
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Posted: Tue Jul 06, 2010 6:01 pm Post subject: |
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Well for me the coding is the hardest bit, i'm a copy/paste coder, and udk/gamecore has very little code examples. But i'm fine with modeling,textureing,rigging and animating.
UDK is alot more advanced than BF2, the editor is abit harder to use, its a completely diffrent work flow. But the possibilities with UDK are endless
Gamecore is real easy to use, couldnt be easier, but has some limmits.
I'm more a Gamecore fan, workflow and tools aresuper easy, which means i can spend more time on the art and not leaning how to do basic things.
Well 2.5 has kinda been on hold, no one really tested out the weapon changes pp posted, and there was only me working on it, other than PP when he could. But its in basicly a releaseable state, just needs some testing, and i cant do that myself.
elander: Just start with modeling, and work your way up, dont try to learn all at once, learn one thing, then master it, then move on. Theres plenty of 3dsmax tuturials on the net, and i'd be happy to give you some pointers ;) _________________
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elander Post Captain
Joined: 01 May 2007 Posts: 662 Location: Sweden
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Posted: Wed Jul 14, 2010 6:07 pm Post subject: |
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| Bensta wrote: | Well for me the coding is the hardest bit, i'm a copy/paste coder, and udk/gamecore has very little code examples. But i'm fine with modeling,textureing,rigging and animating.
UDK is alot more advanced than BF2, the editor is abit harder to use, its a completely diffrent work flow. But the possibilities with UDK are endless
Gamecore is real easy to use, couldnt be easier, but has some limmits.
I'm more a Gamecore fan, workflow and tools aresuper easy, which means i can spend more time on the art and not leaning how to do basic things.
Well 2.5 has kinda been on hold, no one really tested out the weapon changes pp posted, and there was only me working on it, other than PP when he could. But its in basicly a releaseable state, just needs some testing, and i cant do that myself.
elander: Just start with modeling, and work your way up, dont try to learn all at once, learn one thing, then master it, then move on. Theres plenty of 3dsmax tuturials on the net, and i'd be happy to give you some pointers ;) |
testing - we're here to help
Yeah i'll try 3dsmax ;) _________________
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