4 player diablo / madmax ish coop = shitty idea ?
NO SIR
this sounds like its gonna be the first gearbox game i am gonna buy since opposing force
4 player diablo / madmax ish coop = shitty idea ?
NO SIR
this sounds like its gonna be the first gearbox game i am gonna buy since opposing force
the "love per pixel ratio" is high on this one ![]()
"lppr" is a registered trademark of warbyopolis enterprise
mine has 1x128x128 defuse, 1x128x128 normal and 1x128x128 selfillu
= 3x128x128 texture sheets in ONE material no need to disqualify me ![]()
officially my new most anticipate game ![]()
[statement] dystopia is the best thridparty hl2 mod out there right now[/end of statement]
i tried it last week it is "mega horrible super pain in the ass"-bad
reason was i also played cave story and got bitten by the 2d game making bug just like koko and scavenged around what tools one could use to make a 2d game
hands of torque !
Quote from sk3tchGood topic. For some reason (And I have yet to make a DOD:S map)...I always start buildings with slabs of 128 height brushes. It always ends up messing me up in the end though.I didn't see the err in my ways until I took a look at how cs_assault did it. I guess the lesson is to see how the pros do it first.
you better be talking about the css version ![]()
and even that one has some pretty bad build-flaws project light in wrong angle on the balcony anyone ?
original looks way bett0r
http://www.orlyowl.com/upload/files/desu.jpg
there is clearly some anime inside joke going on here that i dont get but would like to know ![]()
model looks good its based of that anime base mesh you showed recently right ? good call not using alpha on those large hair ribbons or anywhere !
edit actually now i do see some alpha ... alpha blending is the DEVIL DON'T USE !!!!
but the highlight on the hair really shouldn't cast a shadow in the defuse texture !
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just you wait until "mark st0lve" releases his press release and trys to spin that thing so it looks for the community like st0lve is the good guy and you are the evil sew-happy-evil bastard ![]()
hmm some clever weaseling and spinning there mr rein ... id say there must be something behind those sk claims after reading mark reins comment
way too dark man i cant see shit on my monitor D: and peopel dont like to play dark maps anyway (which is a shame because darkness is the new black ^^)
wait what ? since the good old ps1 days and now there must have been like one million stable unreal engine builds ?! ever seen this list of games:
metal simon did you register here to post comments on your friends map ?
edit:not that that is inherently bad ... just stay away from the you know ... embarrassments
to the actual map try an ambient light color that matches the sky box a bit better ... shouldn't the hl2 radiosity do this by itself ?
gilbert wtf who is that ?
top row of stones doest end properly i can see some from higher up cut in a little bit
i agree with everyone my models don't go well with the rest (its a though topic/task i might add here )
-but removing my props is the wrong approach clearly ![]()
-replace everything BUT my props i SAY ![]()
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Quote from QuakisReading through Hourences portfolio again recently and noticed he takes on remote off site work? That is pretty much doing the work without physically being in that studio for whatever task given right?
yes ...
Quote from QuakisDoes anyone else around here also do that or am I mistaken about it?
i did for half a year and found it to be really anti-social and depressing.
Quote from QuakisOtherwise, I'm pretty interested to know more about it, how the process works, sending off the work etc.
i used putty and tortoise svn to check out what ever files of the project i needed. usually i think you just get a piece of concept art and some writen instructions about what to do and what file format you have to deliver it in and than send it per mail.
Quote from QuakisI'm not really interested in physically working in the game industry in one set studio, but doing odd jobs does - that is ofcourse after I gain a lot more experience and improve since the stuff I have isn't exactly anywhere near game dev quality.
working physically at a studio is the way to go in my eyes !
Quote from QuakisI'd be willing to go full speed ahead and learn as much as I can on the engine side of things, improve my modelling and graphic editing. But I'm still unsure and that's why I've opened this topic... to get more information about it if any.
thats a wise course of action but you can also learn to be a better artists / designer / coder AT a game studio just apply for some lengthier internships at a studio somewhere around the area where you live ![]()