Presentation notes
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Presentation notes
Presentation.
Load final build
Why Quake?
Jack, Paul, Stew, James
Overall design - influences
Talk in turn about each section
Room1
John, Rob and Caryn -Design, modeling, texturing (floor not having thickness, normals texture map too small)
Gameplay (talk about avoidance. Sneek and distract)
Jack: How textures finally got into engine.
Paul - Texures didn't work on static meshes
Rob - How he fixed the export of the meshes
Paul - Getting the textures onto meshes
Room2
Rob, John - Design of the room
Caryn - Modeling the model
Rob - Fixing the normals and gameplay
Room3
Bill - Design of the Room
Jack, Paul - Built in engine using brushes, Scripting on the tank,
James - Why the Gui didn't work
Problems with implentation:
Clipping
Pathfinding
Texturing
Character design
Rob, Chris, Caryn, Bill
Load Map with static meshs
Rendered animations
Show rendered animations (.avi)
walk cycles
spot animations
AI Tests
Stu: Compiling SDK
Load test maps
Paul: Poor A.I (Global Knowlage)
Load final build
Why Quake?
Jack, Paul, Stew, James
Overall design - influences
Talk in turn about each section
Room1
John, Rob and Caryn -Design, modeling, texturing (floor not having thickness, normals texture map too small)
Gameplay (talk about avoidance. Sneek and distract)
Jack: How textures finally got into engine.
Paul - Texures didn't work on static meshes
Rob - How he fixed the export of the meshes
Paul - Getting the textures onto meshes
Room2
Rob, John - Design of the room
Caryn - Modeling the model
Rob - Fixing the normals and gameplay
Room3
Bill - Design of the Room
Jack, Paul - Built in engine using brushes, Scripting on the tank,
James - Why the Gui didn't work
Problems with implentation:
Clipping
Pathfinding
Texturing
Character design
Rob, Chris, Caryn, Bill
Load Map with static meshs
Rendered animations
Show rendered animations (.avi)
walk cycles
spot animations
AI Tests
Stu: Compiling SDK
Load test maps
Paul: Poor A.I (Global Knowlage)
Page 1 of 1
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