Quote from DarkHell yes, 4 Classic BF2 Maps!!
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noooo blorange everywhere ;(((
Quote from DarkHell yes, 4 Classic BF2 Maps!!
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noooo blorange everywhere ;(((
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Woooot ![]()
oh yeah baby :>
I wonder how long the battery would last with something like uncharted ;P
Quote from dux[Blocked Image: http://pc.gamezone.com/images/products/Magicka_box.jpg]
its a right laugh
It crashes quite allot for me and I have to run in windowed mode otherwise I get massive corruptions, give it another week and it should be major bug free.
it's not better than kismet, i'd say equal ;P
Safe to say you can do almost anything you want, check out the mirrors edge movement in crysis 1 - was done in flow graph.
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Quote from PaulHTried adding more variation to the vegetation (and decals) with today's effort, loving this editor so far
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Try toning down the blue/teal fog, it's a bit strong both color and density. stunning work though!
Thanks allot ya'll core!! ![]()
There’s no doubt design and art are even more divided these days,
I think it always comes down to the individual to make the difference. You could just sit there once your map is prototyped and let the artists do their job without much communication but you could also sit with the artists (3d and concept) and give your expertise/vision. So although you don’t directly make the final assets you are a big part of the process.
It really does come down to what you enjoy doing the most, some of the best artists we have here at Crytek started as a level designer and eventually moved into art.
Personally I feel a little left out these days as I’m not making final assets, but the truth is the game is better for it
That being said at least at Crytek I'm encouraged to do some artistic level work (think decals, trees, terrain and props etc)
Do you think Rick doesn’t understand that?
Lets all hope we're wrong, and it is possible to pull something like this off without a budget. Money is the primary reason games of HL scale are made, I've yet to see a mod that has done it convincingly, nothing here suggests otherwise ;P
I can't imagine the amount of devotion needed to get something like this done, if it exsists at all.
Quote from JeanPaulIt has EVERYTHING to do with it. With a project this large (larger than any single other mod in existence) we cannot work on it full time whereas having a budget (theoretically) would allow us to pay our developers to work on it 8 hours a day everyday. But without one, we are stuck working on it in our free time even if some of us have two jobs or are in classes full time.
yes, but the point I made was that's never going to happen? You're never going to get a budget, and you're never going to be full time on the project. Setting unrealstic goals (a full game) is de-motivating.
budget is only a concern if you have one.
budgets got almost nothing to do with it
if that was the case we wouldnt have modding to start with, the problem is setting unrealistic goals that you'd need a big budget to achieve.
Also no matter how much a group of developers love a game it's harder to remake a game than it is to start your own ... most developers get their motivation from new experiences not recreation of old ones and modding is all about motivation
It's not impossible but it will take sweet time to get anywhere.
It's also a single player mod, the only ones I've played that are half decent would be 1 or 2 man teams making short episodes. MP is a breeze to mod compared.
All the more reason if this can be pulled off it's one hell of an achievement, but it certainly has the bookies against it.
Quote from Leon_KileanI dont like the AO look, but I dont like the grungy concrete either, so I guess I´ll experiment with the texture look a bit more. The glowy edges I think I´ll keep.. its a bit Tron-ripoffish I guess, havent seen the movie, but I figured the trailers must´ve influenced me. So Im not too happy about THAT either, but ah well. =D[Blocked Image: http://i257.photobucket.com/albums/hh224/Leon_Kilean/WIP5.jpg]
Defined the brushes more.. added length, adjusted their movement speed, stuff like that. And I put together a glowing city underneath via some photo resources.
I imagine its fairly fun to run around and shoot in there, its a rather old-schoolish level. Just that I have to figure out how to get the materials look sharp and good enough from close by (now they look a bit blurry and boring from nearby, hence, I might skip the overdetailed concrete thing)
PS. Sorry about uploading so many shots. I guess I was excited about the level, worked out pretty fast. Now I´ll take a rest tho.
Love what you're doing with this, guess you just watched Tron? ![]()
Perhaps my first comment was a bit blunt, but the point remains for this game the worst thing they could do is try and use ID tech 5 for an established IP. It's much better to just update the exsisting engine and toolset.
Given allot of time (that this project won't have) you could make an RPG out of any engine you like, that really isnt the point here ![]()
I think ID tech 5 will be best suited for FPS games, just like previous ID engines.