RAGE > General Discussions > Topic Details
afesser Feb 12, 2013 @ 7:26pm
Rage Improvement Project
Now that the tool kit issues are sorted out who Is up for forming a group/team and focusing efforts on expanding rage? Im sure a very clear picture will emerge soon of what can and can not be done with the existing content ( can we add quests to existing wasteland, link mission areas from hub cities) and where new content will be needed from scratch.

Given the horsepower needed to bake levels and the time needed to create new cities/wastelands im really hoping the existing content can be enhanced. Its going to take serious effort to begin a dramatic expansion of the game world and rage needs a shot in the arm right now.

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Showing 1-15 of 94 comments
motorsep Feb 12, 2013 @ 11:17pm 
Well, I loaded Wellsprings.map in less than an hour. High quality preview generated in ~15 minutes. My PC is AMD Phenom x3 2.2Ghz / 8 Gb of DDR2 RAM / GF670 GTX 2Gb and slow HDD (GPU isn't important for calculation of radiosity / baking and loading).

You don't really need to create new maps or content. Rage has a ton of content that can be used to expand the game. The only thing I can think of is a boss for a proper ending :)

One thing to consider is that all static models are LWO. Neither Blender nor MAX exports to LWO format.
Last edited by motorsep; Feb 12, 2013 @ 11:21pm
malk Feb 13, 2013 @ 1:35pm 
Wondering if .lwo files that have been exported with older versions of blender (2.49) or 3dsmax (8?) work without problems.

wellspring.map loaded for me in ~30 mins, well.map in less than 20min. (including hq preview).

I'm into 3d modeling and can help with models and textures.
afesser Feb 13, 2013 @ 5:02pm 
Im at about 80% efectivity in the editor/MEGA editor right now. LWO should be the standard lightwave object format. Ill check around for a converter. Ive been looking at script files and have some ideas. I guess the big question is : Can we link in new content to the existing game. I REALLY want to flesh out the waste lands. I have a terrain mesh I sculpted in mud box a while back that I am attempting to get in engine right now. I have yet to figure out how exactly ID went about making theirs. Ill try and figure out the binary format for MD6 models so dynamic meshes can be brought in. Ill probably have to write an importer - is blended ok? I have max, maya, mudbox, zbrush, and blender so whatever you guys are using is what ill work on.
motorsep Feb 13, 2013 @ 5:26pm 
You should be able to, if you are using Rage's functionality. I recall new models can be introduced, new characters perhaps too. Lightwave/Modo are pricey, so it would be nice to have Blender 2.65a+ exporter into LWO. Or ASE to LWO converter.
All static meshes are made of LWO files, same goes for terrain.
malk Feb 14, 2013 @ 1:20am 
I'm preferably working with blender. Passing models to another 3d package for the .lwo export would be no big prob though. Perhaps someone might be able to rewrite the export script that comes with Blender 2.49 to make it work for v2.63+

As for exporting md6 models it would be nice to have some kind of reference asset to work with, mainly for the bone placement and naming. It's possible to export animated meshes from the model editor but these are .lwo files missing the skeleton.
Alec979 May 9, 2013 @ 6:29am 
Suggestions: realistic muzzle climbing plus left-handed
option and maybe also additional melee weapons!
Last edited by Alec979; May 9, 2013 @ 6:29am
Argoblaster Jul 17, 2013 @ 4:30pm 
I realize its been sometime since this was last posted on, but since ive played RAGE a few times, i was even tempted to host a website for RAGE modders. ive got tons of ideas, this could be almost endless.

not that great at 3d modelling, tried 3dsmax and maya/blender, def not my thing.
but i can however debug scripts and find errors and possibly even minimize any possible future problems.
Last edited by Argoblaster; Jul 17, 2013 @ 4:34pm
~Rainman~ Aug 3, 2013 @ 1:30pm 
Wow no mods except for the rebalance mod yet.The moding tools were released too late, the game is dead now...
motorsep Aug 3, 2013 @ 2:09pm 
I wouldn't say the game is dead. There hundreds of new screenshots pop up in the community hub every week.

The issue is that there is no support from idSoftware or Beth for community. When iD was independent, they (not frequently, but it happened) listened to the community, released tools and patches and provided some useful insight on the tech and how to work with it. It's no longer happening.

Another issue is that the tech is much more complex than any of the previously made by iD engines. It requires quite powerful hardware to run on.

Yet another issue lies within the community - no one wants to step in and begin digging through it. It requires effort not too many willing to put into it. And those who do are most likely to be busy with indie projects. If only Beth would allow people to make money with Rage by making new content (following Valve's model), there would be mods popping up here and there.

John Carmack addressed modding issues with Rage in his keynote at QuakeCon 2013, stating there were issues on both sides and they hope to resolve that with new Wolfenstein and whatever else comes out using idTech 5.

All in all, the community for Rage is large. Mods (I wouldn't call those "mods", but rather expansions) can be done. All it takes is a few individuals with will power who can get modding hub going, will begin digging Rage tools and make some useful tutorials and ignite creative spark in others.
RMJ Aug 3, 2013 @ 6:11pm 
This kinda put some some new ideas.

I mean i could imagine if Megatextures become the future.

That modders would starting asking fans for help, like say p2p, that you could lend your PC resources for them to help encode and process map.

Megatextures definitely seems like a lot to handle on one PC. that will be a beastly task.

I mean like seti and those programs. should be something like this
motorsep Aug 3, 2013 @ 6:55pm 
Well, Carmack said that once cloud gaming becomes a reality (I know, there was OnLive, but we aren't talking about that kind of cloud gaming), then they can stream much higher quality textures, so that definitely makes VT tech very attractive from artistic point of view. Not to start flame war here, but I've always liked the way idTech renders picture over UE (except maybe first Unreal, which was absolutely stunning).

Btw, new Wolf will have much higher quality textures on the world, than Rage had. So idTech 5 is evolving.
bigheadCL Aug 4, 2013 @ 12:24pm 
let's make a game workshop. can we make a renewed quake 1 version? ofr example, there is a remake of doom 1 for doom3 engine. and looks great.
motorsep Aug 4, 2013 @ 12:42pm 
o.O but why?

Why not to build up on Rage's lore? Why not to add more quests?

It's infinitely easier to use existing assets and build a compelling DLC than make all new assets.

Also, and many people would agree, if I want to play Doom or Quake, I would do exactly that - play original games.
Last edited by motorsep; Aug 6, 2013 @ 8:33pm
Argoblaster Aug 6, 2013 @ 4:09pm 
Originally posted by motorsep:
o.O but why?

Why not to build up on Rage's lore? Why not to add more quests?

It's infinitely easier to use existing assets and build a compelling than make all new assets.

Also, and many people would agree, if I want to play Doom or Quake, I would do exactly that - play original games.

I couldnt agree with you more, Well said!
bigheadCL Aug 7, 2013 @ 12:17pm 
an ark people searching campaign?
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RAGE > General Discussions > Topic Details
Date Posted: Feb 12, 2013 @ 7:26pm
Posts: 94