That was messed up...
I would begin by determining the 'nature' of the mod or game and working from there. Is it a total conversion mod? In that case it should be up to a certain standard in terms of art and game assets. If it's a simple game-type modification than art quality might not be so relevant but unique game-play becomes more relevant. A full game could be broken into similar categories. Is it a rehash of an existing format like another Tetris clone? Or is it a completely new IP?
These things are going to affect the weight of different elements in the 'grey area' so I would consider first sub-categorising different 'types' of games and mods and work out some rules for each sub-category.
Now finish it off with some specular.
Sweetness and loverliness! I'll get you some concept art and information as soon as I have it ready for viewing.
Dude, I hadn't seen your work updated in AGES and this absolutely stunning. Let me know if you're ever looking for something to do in the near future (I have a project that could definitely use someone like you at the helm of the art department/co-creative side of things).
I'm tracking this because of how methodically you're producing the work. If you can keep your aim then you should result in something playable.
Aside from the clearly backwards shadows being cast from the dining table set I'd say this look great.
Looks interesting. You need to do some lighting builds with higher quality settings.
Note to trackers: Stalk the dev team! On a sunday we have a little bash on a server after our meeting. I'm sure noone one would mind crashing our little party. BEWARE! DEV ARE HAX
First off, HL1 looked better because the room was an appropriate size. Either fill that empty space with something or make the room only as large as it needs to be! Secondly, Monty Python... Only it's ironic because this is clearly not something at all 'different' from HL1 lol
Yeah dude that's wonderful. Very gothic and archaic.
I suppose, as the first open beta we'll be releasing is a Capture The Flag game mode we can't really call this a tactical shooter yet. There are various tactical gameplay elements planned for future updates including PVPVE where player action will control enemy behaviour.
America will never 'defeat' global terrorism through occupation and counter-insurgency, not even through intensified Home-Land security. One thing that we can bind all terrorist action together by is an idealogy as a motive... Even anarchy. The anti-american idealogy stems not from the nature of your innocent populace, but from the nature of a corrupt global financial system that has allowed America to ascertain wealth, far disproptianate to it's population, through immoral and unjustifiable means. The American government continues to horde wealth even in this modern day, by not ratifying the Kyoto protocol the American government submitted that paying a price equivelant to their place in the global community was not going to be a possibility. I would suggest that to defeat terrorism one would have to remove the grim spectre in the idealogy of the terrorist's mind... The corrupt and globally irresponsible American Government and corporate world. And that's nobodies responsibility but the American peoples... Whatever happened to the 60's guys?
Increasing the overall ambient light would mean losing that hard black shadow. It would have to gain some level of luminosity... You can't achieve this by doing that.
O well if it isn't a Ju1cy boy... What you doin' on my site there boy? :P It's Fuchi/Jack btw
This works exactly the same way as a fur shader, without the drop-off in noise which adds that lovely smooth aesthetic. Nice idea, but go write or download the fur-shader :)
I'm struggling to understand how you're doing your radiosity pass at real-time. Are you maybe doing some backwards sampling perhaps? If so, does it work well at low sample rates?
I would have to disagree and say that Terranigma trumps all in the JRPG field.
Visually the caves were tasty Omnon, but they were so easy... If you can do something here to make it that bit harder like.... I dunno... throw some combine in (somehow), or just add something that's easier to kill than an ant lion.
Don't let this mod die! Somewhere out there lies a coder with the power to reinvigorate these modders!
I'll join in. Do you're base block out pass with your (non-func_detail) primitives and optimising brushs, then do a quick lighting pass with basic lighting and do some quick lightmap adjusting. Next to a detail pass, add some models (for the lights and major features), add some func_details, add your cubemaps, add your textures and align them. Recalibrate your lightmaps where neccesary (don't forget to add lightmaps to smoothing groups where appropriate). Now do another detail pass simply adding more detail and building more cubemaps, recalibrate your lightmaps again... repeat! Don't forget to use your visgroups.
Once again I'm guessing you'll need to rig it like a smoker, tweak what you can to get it to behave right.
Only way I can think of getting him in-game would be to make a server plugin where the tanks model is replaced with this guys, and make him so he's rigged just like the tank. Also tweak the variable you can from the server to make it behave how you want.
Just a note, if you were planning large, explorable, open environments the Source engine will only accomodate 1km3 size maps.
Those normal maps give a pretty neat effect... Although I'm sure up close the effect is alot less effective.
Jack_Morgan
Jack joined
Binary Harmonics is the generation of completely new resonant elements from the binary.