Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 2 of 2

Thread: Using Q3 BSP format and Q3Radiant for a commercial game project

  1. #1
    Intern Newbie
    Join Date
    Dec 2000
    Location
    Istanbul/Turkiye
    Posts
    36

    Using Q3 BSP format and Q3Radiant for a commercial game project

    What are the legal issues about:

    1) Using Q3 BSP File format( gains: except from our level files, all quake 3 mods can be played or at least easly convertable to our engine-game ),

    2) Using Q3Radiant for making our game levels ( gains: no editor writing, no new editor learning for our artists and all the people who will make mods for our game)

    Maybe we can also have an editor which takes level files as q3 bsp. In this editor, there would be no modeling, just additions for our game would be made. for example character descriptions etc.

    Thanks...
    Cem UZUNLAR
    cemuzunlar at 3tegames.com

  2. #2
    Junior Member Regular Contributor
    Join Date
    Sep 2000
    Location
    Aix en Provence, France
    Posts
    182

    Re: Using Q3 BSP format and Q3Radiant for a commercial game project

    I think you should have a look at this : http://www.idsoftware.com/corporate/idtech/index.html

    This can be rather expensive ...
    -----
    Paddy
    Software Engineer
    I/O Labs

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •