haha, no worries, no need to credit me or anything either; I was just surprised to find it on another forum ![]()
This video was badass, btw. LOVE the hoverbike thing and the tentacle/metroid ball.
haha, no worries, no need to credit me or anything either; I was just surprised to find it on another forum ![]()
This video was badass, btw. LOVE the hoverbike thing and the tentacle/metroid ball.
er, whoa, that's my quote in your sig...
Congrats guys!
Wow, that looks fantastic, Albatross. Much more cohesive texturing than what people have been hounding you about lately and it makes a huge difference. Great details, too.
Don't suppose we could see photos of the real deal? ![]()
Quote from PhilipKnice
clean and easy to navigate.but no link to my site
D: sorry, right now I'm limiting it to people I've worked with directly to keep it from being too ridiculously bloated
I knew I'd end up leaving some awesome people out though so I'll probably eventually set it up to show just a snapshot of a larger list that you can go to separately. Or something like that.
The mapcore link button is just a transparent-ized version of this image from the main page ![]()
As for the design, I used some elements of lunaran's site to get me started since I'd never done an all-CSS non-table site before, but otherwise it's all me. The backend is still the same backend I've been using for a few years; I just had to re-write all the templates to support the new layout and some new information I'm storing for some content types.
Oh, I tried a logo... how's it look?
The f2 thing is sort of an inside joke from quake - f2 brings up the in-editor game, but for many many months (and I think still in Doom III) the button was basically the "crash game" button. Ken removed it from his keyboard for quite a while, haha.
Still considering a logo! Not sure what it might be, but I'm sure I can come up with something.
Only thing holding up the Op4 screenshots is some annoying Steam issues... I think I can get all but one taken care of now, but the pack I downloaded that's supposed to add op4ctf support appears to be missing a couple models I used in one level. Doh. :\
new site is officially active, albeit with a few shots and descriptions left to re-do... All the important stuff works, though (Q4, Q4 map pack, NS), and I've been sitting on it long enough. Enjoy.
Still room for changes, btw, so I'm still open to whatever feedback you might have (and I'm still considering stuff mentioned in the other thread such as narrowing it up a bit for 1024 users).
http://pc.gamespy.com/pc/borderlands/815817p1.html - Probably the most detailed write-up thus far.
Also!
http://previews.teamxbox.com/xbox-360/1 ... rlands/p1/
http://www.gamespot.com/xbox360/action/ ... id=6177382
http://www.actiontrip.com/features/gc20 ... ands.phtml
![]()
Psst, Reno, World in Conflict is coming to the 360 :X
Very nice! I've got a ways to go yet, so decided to start with a nice and easy texture (that I actually 'made' originally, haha) and work my way up from there. One of these days, I shall catch you! ![]()
That is in the engine.
well, editor at least.
[Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_003.jpg]
[Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_004.jpg]
Update! Cleaned up side trims, strengthened depth, and widened gaps between padded-ish pieces in the middle. Version on the right is misaligned even more noticeably now, but you can at least see the highlights.
No real tutorial other than referencing http://iddevnet.com/quake4/ArtReference ... ngTextures a couple times to refresh my memory and fill me in quick on renderbumpflat (which I had to turn to a couple former co-workers to clarify anyway), otherwise I'm just building how I remember watching guys build textures on Q4.
Keep in mind this floating technique works the best for flat textures - you can still use floaters on high poly meshes for normal rendering, but it's a little trickier to deal with the tracing and such, at least in D3.
[Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_001.jpg]
[Blocked Image: http://www.button-masher.net/wip/texture/q4_eclipse_002.jpg]
Practicing modeling out textures for Q4. Diffuse is just scaled up from the original NS texture. Think I need to exaggerate the vertical bits a bit more, round off some parts a bit better, etc... but it's a start!
I hope the tip of the drill being broken off on mine constitutes "broken" enough for a free replacement... I want the printed copy of that art book ![]()
Quote from FuryoI saw on Gamasutra yesterday that analysts predict the PS3 sales are going to pass the X360 ones with the announced price drop...
They meant only within the monthly sales - Sony needs to lead the 360 for a lot of months before they catch up. And that'd only be for this month - I don't see it being very likely the PS3 will outsell the 360 next month. ![]()
Official comment now seems to be that they actually expanded widescreen vertically to fill 4:3, rather than the other way around. The FOV is narrow either way you look at it, as many non-twitch shooters tend to be. Even HL2 pulled the FOV in from the usual 90.
I usually get pretty uppity about FOVs being too small (Halo 2 drove me insane), but playing 720p on the 360 feels fine to me. Tricky thing is, in games where we're rendering real-time on the fly, we actually can just add more to the screen in addition to cropping things out, so I think people are going to freak out either way. Don't think it's as huge an issue as it's being built up to be though.
Also, this game is damn good. Like, first playthrough of Half-Life good. Holy shit.
So procedural it'll ship on 2 DVDs...
The interior shots released for this look absolutely beautiful. I'm really impressed. Looking forward to seeing more.