Dragonathan wrote:
but isnt it possible to fuse 2 engines together or something?like fuse some codes and stuff,
Hehe...we could FUZE them together:

I have no idea about C/C++ etc. but from everything I know about programming (some expericence with less potent languages like PASCAL and all that old stuff), I'd say: Nope. It'd be two completely different pieces of programs. You can't just "implement" certain "modules" or such. Even with engines that are "relatives", so to say, (like WET and Q3A or Q2 and HL) I wouldn't expect this to be easy or possible at all. If it was, it sure wouldn't be worth the effort. The problem is that TT/G6 really made things possible with WET that are impressive and nobody would have expected, but there IS a limit. You can't do everything with it. Your nice looking water, i.e., the one from the Joint Ops screenshot, requires DX 8.1 shaders. WET can't handle them. Shiny weapon effects (water in rainy scenarios i.e.) needs shaders. You can't implement bumpmapping, dynamic light and so much more. And it's not like you could just copy and paste a piece of another engine's code and *swooosh*, now it can have new features. Even better physics or ragdoll would require a complete rewrite of the code (and a licensed engine like Havok, which is rather expensive, ofc.). WET is free. That is the advantage. That's all, I'm afraid. Okay, it has this mission scripting stuff...
WET also isn't exactly good for realism gamedesign:
ISM wrote:
the funny thing is if you guys knew how little time I have to invest in the mod and the modelling it makes me wonder why commercial models suck so hard in detail and quantity. Too bad the ET shaders are so crappy that the detailed modelling and texturing gets crapped over by te q3 engine. The render angle of the weapons is also no good too. In CSS they have the weapons rendered in a seperate fov as the player fov. I wish ET had such an option too

Melmoth wrote:
ISM, I think I can understand how you must feel about the engine´s shortcomings. But you guys should be proud of what you got out of ET/Q3. I´m looking forward to see your models in TC: Quake Wars.

ISM wrote:
God no! Quake engines old or new are not really supportive for realism gaming. Its a sad I know.
We'd be better of doing a mod for Ghost Recon 3 or even HL2 really. It would cut down on the workload by 80% just out of the fact that its already a realism supportive engine that has shaders and code geared towards realistic experience.