That's just awesome. Could do with some physics props (for throwing/general look), but the style of it's brilliant.
Posts by SnipaMasta
-
-
Rokusho, the bloom in those shots ruins them.
-
The effort, time and skill that went into the map is outstanding. Performance is a bit crap in some places but on my computer it's not too worrying. I like the overall style of the map, and it's a pity you had to cut back on soundscapes because the map feels a bit empty because of it (sound compliments the graphics of the map to make a good overall atmosphere).
Hessi, L4zy wasn't really flaming the map, you were trying to rebutt his opinions on the map and while I don't agree with him saying the sound is "shit", he does have some good points. Warby may not have wanted the map to run on mid-range computesr, but that's what the majority of players have - so it's best to try and keep within that.
-
Bloody hell, that reminds me so much of Unreal (good thing) and it looks brilliantly put together. Can't wait to play it.
-
-
Quick, some kid shot a school up - oh look, he played video games, let's blame them!
-
Personally I'd have made the concrete parts prop_static's because they're usually secured in the ground and aren't likely to fall around just because they're shot - and then make the wooden parts physics props.
-
Quote from Mazy
I really regret being so negative about Thief 3 when I played it. Every time something happened I couldn't help but think of how cool it could've been. But looking back then its still a pretty good game, no way near as good as the first two, but still pretty good
.I thought it was much better than the first 2 - I liked the free-form gamestyle so you have to travel around to get supplies, it gives you a break in between missions. The storyline is also fantastic - the only thing I don't like is that they didn't have many "real" cutscenes (hand-drawn style ones).
-
I've been playing Thief 3 : Deadly Shadows, getting quite close to the Shalebridge Cradle
. -
-
Quote from Sa74n
seriously though it looks like very decent results. but the normalmap doesnt look like it will work on a 3d mesh. prove me wrong by posting a 360 turnaround video

This is something I was thinking about - the scanning process used by some studios output's a completed model, whereas this seems to give a normal map which you then have to model around. Is this right, or am I missing something?
-
-
-
Reminds me of the Worms3d style, it looks awesome.
-
I've been playing Boiling Point : Road To Hell for the past few days, as well as Carmageddon TDR2000.
-
-
Use less on the cylinders then

-
There was a tutorial on it somewhere, although it was for Milkshape 3d - I'm sure the same ideas apply. Only comment is that it lacks detail (especially for that polycount).
-
What's that part in the top left?
-
Quote from dissonance
looks nicecan i see a wireframe?
[Blocked Image: http://img85.imageshack.us/img85/8977/uspwitrepl3.jpg]
Polycount is 1278.