dark_veil, shoot me a message i'm sure we can get it up on there
dark_veil, shoot me a message i'm sure we can get it up on there
This comment has been posted in a private group.
Well let's get this back up and running then.
Ya, it's not the best work (far from it) but it's practically all that remains.
Nevermind, I found a better one: Wunderboy.org
Thought I'd give this a test...
The version of studiomdl you provided does not work with a quick test prop I just made; it doesn't recognize the $staticprop variable.
I tried it with a copy of studiomdl from sourcesdk/ep1 and it says tier0.dll is missing from computer and cannot compile.
Therefore I edited my .qc file and removed the $staticprop line so your version of studiomdl could recognize it, and it gave me the error no ref.smd file! (I assure you it exists in the same folder as the .qc file).
Do you need textures? I am pretty accomplished at making realistic textures.
For some reason softimage is having trouble creating the menu for ValveSource (something to do with valvesourcetools.js).
I have Softimage 2012 64bit Student Version and the 6.02 version of your tool. Any Ideas? Could it be because it's not the Mod Tools version? There's really no difference.
What does your plugin rely on?
Umbra... Elder Scrolls inspired? Lol. Look at the title font!
Are there SDK's available for this engine? Specifically the Deus Ex version?
Reminds me of the silo from hl2:ep2. Looks great either way.
I'm sorry to say this guys, but at this point in time, progress has ground to a halt.
One of our team members has been out of contact for several months now, our programmer has landed an official programming job and his priorities have shifted, and since the loss of so much time and effort with my computer crash, I haven't been motivated to continue.
It is possible that months down the line we may start up again, however if this is not the case I am more than happy to release what content still exists to the general public, or those who may wish to continue this project (with consent from the other team members obviously).
I have always wanted, and still do, to contribute to the Metal Gear Solid universe. I am currently in the early stages of creating a possible storyline for Snake and Otacon's Philanthropy activities. If it takes the medium of video games, it will more than likely be on a different, more recent engine.
Sorry for the news, folks.
- Pliskin.NH
Mmm, and who the hell wants to see more standard hl2 textures? Certainly not me.
Even in portal they used those railings - and they didn't fit!
Forsight methinks. The new one has to be purchased, lol.
8472, your mod looks cool. I am downloading now and am anticipating a fun time. I appreciate the hard work you've put into this, especially into the story.
A quick note for your mappers: The brushwork near your lights could benefit from the use of smoothing groups and tweaking the lightmaps a tad.
As in my other posts, sandstone bricks shouldn't have this much specularity.
I don't think sandstone bricks should have that much specularity.
Did you even bother to look at the last news post? No, we are still very much alive.
Is this really worth downloading anymore? Does anybody still play?
Our plan has always been to release this in a few managable segments.
Lmfao. God those tips were awful.
Campbell: Snake, you can use (x) to roll and dodge away from enemy gunfire.
Snake: Colonel, you can use (x) to dodge your parenting problems with your "niece". Oh wait, no you can't.
Regardless, we plan on adding support for the ps3 controller.
I continue to get Invalid SteamID ticket when trying to connect to any servers related to GES. I thought the new 4.1 release would fix my problem but it has not.
I have tried doing a clean install of the mod: no success. All other online steam games (cs:s, dod:s, sg:tls) seem to work fine. Please advise.
One of the beautiful things about this MGS is that a lot of the story was told using codec sequences. This is an inescapable fact unless we were to completely overhaul the story and have Col Campbell, Mei Ling, Naomi, and Otacon following behind snake in a cardboard box (lol).
For the cinematics that are in the game, there usually isn't too many difficult things to reproduce. As you stated, the hard parts are the custom AI, boss fights, and overall game mechanics.
Another benefit we have is that with the conclusion of the story with MGS4, we really have a lot of story and history that can be incorporated into our mod via little details that will make you say, "Aha! Now that makes sense why liquid would say that!"
In this point in the mod, the mapping is taking number one priority. We are putting a lot of detail into the maps, because there really was a lot of stuff to work with in the original, both texture and architecturally-wise which we can expand upon to create an even more living, breathing, and realistic Shadow Moses Disposal Facility.
Thanks for sharing your thoughts, your interest helps fuel us!
pliskin.nh
iroquois joined
I am a Canadian from Niagara, Ontario. I enjoy mapping, texture development, writing, and sound production. I have worked with Source, CryEngine, and the Unreal Engine. I have a Masters in Political Theory and a Bachelor of Arts for Applied Linguistics. That is all.