no you havent missed anything, we havent publicly mentioned the site ourselves yet.
Posts by zaphod
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yea, there is a full fledged 3rd person melee fighting system with combos as well as shooting
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I doubt a freaky monster like that has blood in him that you would want to drink
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Quote from GrayFox
watah=my heroLooks awesome but the guy didn't get any exp for convincing the gargoyle instead of fighting (which won't be the case in the final game, I presume). I'd like to know how much you get for that compared to the more aggressive way.
It's all pretty even. the entire game is designed around you being able to play using stealth, diplomacy, fighting, or intrusion - and have each way be equally rewarding.
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does it have dual dvi outputs?
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stuff always looks more impressive in motion, and that screenshot is from an earlier build. It is more populated and the lighting is probably different in the video.
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I didn't play kotr.
I can't believe he says "leet hax0r skills" in the presentation.
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/me downloads video
it's much more rpg than shooter.
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I changed it. no more changes.
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Quote
Artist's roles are less ambiguous, but they still vary from place to place. Some companies require all artists to be able to participate in every aspect of asset creation, from concept art to modeling, texturing, rigging, animating, world building and exporting. Other companies are specialized to the point where the texturers need never open anything but Photoshop, and the level designers need never open anything but the level design tool. However, both of those cases are pretty rare, and it's likely that you will need good skills in a couple of areas and an understanding of the rest
and at the same time,
QuoteDisplay MoreIf you use the Unreal Warefare engine as a yardstick you can already see that Levels are no longer created simply by a texture artist and a level designer working together.Now its the case that a modeller will build prefabs, a skinner will unwrap and texture them, the level designer will use the prefabs like lego pieces, a programmer will then aid the LD with the scripting routines and the map texture artist will still provide regular textures also.
Also, now that technology allows such a wealth of detail, most LD's are unable to create realistic environments without a concept artists aid. If you look at Doom and Quake1, the levels are just hacks ( no offense to ID), simplified shapes. A square block with a sloped surface and an animated flame sprit above it represents a light.
So at that stage of Level design, almost anyone with a measure of creativity could make a level and it had the potential to look great.
Now that we have the power to model blades of grass, it takes a lot more imagination and LD's without 2d skills struggle to make the most of the technology.
The same is true of modellers, and of skin artists. In the past the resolution of a texture was so slight, you could be vague and get away with it. Modellers didnt need to understand any anatomy other than enough to compensate warping at knees and shoulders etc during animation.
But as technology improves, its becoming more vital to combine different specialist skills rather than rely on jack of all trades but master of none.
So for most people, focus is the best route now. Keep in mind, theres still room for multitalented people. I personally think multiskilled people are the way forward as they understand others jobs and work toward easing the transition between mediums more capably.
The job of being a level designer is going through a metamorphisis right now as technology advances and the amount of content in a level increases exponentially.
At some studios, artists make all the content for level designers to slap together, and LD's never open p any programs except the level editors. But then some studios go the opposite direction, and have level designers that are more level artists and create the maojority of the \ontent for a level (textures, and geometry) which is supplanted by a team of prop modelers.
both ways have thier strenghts and weaknesses. However I think knowing how to do the latter is a much more valuable asset to posess, both in mod making and things for fun, as well as looking for employment.
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yea you should really put smoothing groups on those before you show them off, even the greatest models are going to look like ass without smoothing groups.
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there should never be any not safe for work content on any of the forums except for EOT.
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you need new wall torches stat,
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work safe buttons?
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-strat
hmm, it was happening to me a while ago too, but it seemed to have fixed itself. Are you sure you have the "always log me it" check box checked on both the main page and the forums?
-DD
No, I don't think this site can handle the traffic. I have been wanting to move hosts for a month or two now, but mike has been very busy and hasn't been able give me what I need to get new hosting.
The tutorials, sure. The plan has always been to be able to accomodate tutorials, I just never wanted to rely on that as a feature, since relying on anyone to constantly produce content to stay alive spells doom. If you guys post any tutorials, (which would go in the technical discussion forums) I will happily pimp them with a news post, and if we start getting a lot of them I will open up a forum just for tutorials.