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Any body tinkered with Rage?
Posted: Fri Sep 13, 2013 5:00 am
by dONKEY
Now I have a PC that can run Rage in its full glory I've been playing through the game again.
Aside from blurry textures close up (even with detail textures), I have to say I think the game was much underrated, I enjoyed the new DLC campaign a lot.
I was wondering, has anybody tinkered about with the editor? I've spent a little while poking about, and to be honest it doesn't look so tricky. I'm very familiar with Q4 style materials, megatextures from ET, and of course the traditional radiant UI.
Just for kicks, I was contemplating building a little something. Any one have any advise or experience to share?
Re: Any body tinkered with Rage?
Posted: Fri Sep 13, 2013 5:28 am
by obsidian
It's a pretty big install, isn't it? I've been wanting to download the editing tools to tinker with it as well, but don't currently have the hard drive space. Looks cool though. Keep us up to date with your findings.
Re: Any body tinkered with Rage?
Posted: Fri Sep 13, 2013 2:13 pm
by D-Meat
I downloaded it and installed it but I didnt take the time to start doing things apart from some basic tests (adding new materials and models - I could write a quick tutorial about this, it's not explained in the documentation).
I have some plans with the engine, but for the moment I don't have time or motivation

Re: Any body tinkered with Rage?
Posted: Sun Sep 15, 2013 12:21 pm
by ShaZe
That's nice, I never noticed that they actually released the Editor / SDK. I thought it was going to be a myth seeing that it never showed up a few weeks after release.
If I was back in college where I enjoyed messing around with the latest engines and building up my portfolio, I would definitively have given it a try to see what incredible stuff I could pull off (something interesting like rendering a jungle to get over the wasteland environment that filled the entire game)
But yeah, I am pretty busy currently so I don't really have the time for that. Especially that the engine probably introduce a lots of new features to learn.
I hope that it is a little bit friendlier than ET:QW. I remember there was a lots of things to setup but I believe that was mostly for the megatexture generation. I guess that now their solution is probably just like using textures in IdTech4 and the engine automatically compile them into atlas and use megatexture.
Re: Any body tinkered with Rage?
Posted: Sun Sep 15, 2013 3:00 pm
by Crayfish
It would be great to see some tutorial content for this engine. I have been hugely excited about IDTech5 since the first tech demos. Best of all it still uses the Radiant interface we all know and love.
I think the teething issues with this engine on this gen of consoles, the buggy pc versions of Rage and the late release date of the tool means that what is a hugely exciting engine has almost totally flown under the radar. I think ID's decision to drop out of the engine licensing business (with Unreal going all out) has also played a role, since there is little to no official documentation and the only professional outlet for working on this engine is within the Bethseda family of devs..
I wonder how gimped the version is we got? Its a huge install, around 35GB I think, 64bit OS only and Im certain will need a huge amount of ram. It might be unstable too, as the first home versions of Unreal Engine 3 were (and Im sure the Doom 3 tools were also).
Eitherway, very excited for any info and tutorials from the IDTech veterans here for when I upgrade my PC.
Re: Any body tinkered with Rage?
Posted: Mon Sep 16, 2013 7:00 am
by Eraser
I think the biggest problem with id Tech 5 is that it's a whole new investment for people to dive into if they want to create something with it. And like you say, there's little to no documentation, let alone expertise available on the Internet. So if people have a serious idea, then it's much easier to grab a copy of UDK or Unity and start tinkering with that because it's much easier and there's much more helpful resources available. Then there's the huge size of the install and the relatively large size of the final product (a custom level) that it's just not very feasible for people to get into that.
Another issue is that Rage is pretty much Single Player only, so you'll have to tinker with AI and event scripting as well, which many people probably aren't interested in either.