actually, get stuff into the engine is quite straight forward...
i've used Worldcraft (Hammer) and it works like a charm... for inserting structures (interiors, buildings)...
and anything i can do in any modeler that Milkshape can import can be bought into the game just as easily... not to mention if you model in MS... their DTS exporter works flawlessly... bones too (me thinks, not 100%).
The only thing i find frustrating is getting info on the engine... a programmers manual to get you strted would be nice.
The scripting language is easily accessible, and a total mod (a whole game) can be built using it... and the c++ coding part (if you really want to mode the engine or luv c++) isn't to hard... once you figure out what to do and where to do it.
the hardest part of that will be getting the compiler to give you a good compile of the source code (WIndows + VC6=no problem MacOSX + PB=some problems)
they are realeasing a shader engine, i'm not to familiar with the details... and the net code will also be available as a lib (very fast net code, very easy to implement, big worlds and lots of action run fine over 56K with lots of people 20+ online).
--Mike
i've used Worldcraft (Hammer) and it works like a charm... for inserting structures (interiors, buildings)...
and anything i can do in any modeler that Milkshape can import can be bought into the game just as easily... not to mention if you model in MS... their DTS exporter works flawlessly... bones too (me thinks, not 100%).
The only thing i find frustrating is getting info on the engine... a programmers manual to get you strted would be nice.
The scripting language is easily accessible, and a total mod (a whole game) can be built using it... and the c++ coding part (if you really want to mode the engine or luv c++) isn't to hard... once you figure out what to do and where to do it.
the hardest part of that will be getting the compiler to give you a good compile of the source code (WIndows + VC6=no problem MacOSX + PB=some problems)
they are realeasing a shader engine, i'm not to familiar with the details... and the net code will also be available as a lib (very fast net code, very easy to implement, big worlds and lots of action run fine over 56K with lots of people 20+ online).
--Mike