QUOTE(Annihilatorza @ Feb 11 2007, 10:14 PM) [snapback]1605506[/snapback]
I don’t know if the changed the model system in ns to q3 but the game itself was based on the original half life engine
http://en.wikipedia.org/wiki/Half-Life and that was based on the original quake engine.
Quake 2 came out in December 6, 1997 and hl came out in November 19, 1998.
If ns was based on the q3 engine we would a lot more organic type of objects ect maybe even a first attempt @ dynamic infestation also the q3 engine uses Q3radient as its editing tool to make maps ,I could be wrong but I do think I am right.
just to clear this up:
the Half-Life engine was built off the Quake 1 engine. It is very heavily modified, mostly in the areas of texturing, lighting and model handling/animation but the basic structure of the engine, including many of the bsp calculations, most of the rendering system and a bunch of comments from the id coders still remain.
In fact some of the very base algorithms for defining and navigating 3d space that were developed for Quake are still in use today in current and next-gen engines. Remember that Quake was coded to run on early Pentium processors (i ran it on a Pentium 133 for a while) so they had to be extremely efficient and very solid, yet still achieve the same basic goals that modern 3d engines do - draw & texture polygons, and translate them relative to the viewpoint.
even Source which Valve claims is entirely new, still retains some of the original Quake code for lighting, BSP tree handling and basic texturing which have remained through the Quake->Half-Life->Source transitions. Not that this reflects badly on Valve; they bought the Quake licence and therefore the rights to use the technology in the quake engine for as long as they please, and when you have an engine that good, why wouldn't you? Incidentally Half-Life 2 uses almost exactly the same AI code for the Combine as Half-Life used for the enemy soldiers.