What the hell is hobo? I feel ignorant... ![]()
Posts by -HP-
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QuoteMax Payne 3, developed by Rockstar Vancouver, tells the story of a retired police detective embroiled in a world of corruption, turmoil and intense violence.
QuoteThe award-winning Max Payne franchise put players in the role of Max Payne, a hard-boiled New York City detective with a penchant for violence, out to avenge the death of his family. The latest installment delivers more of the classic elements and hyper-intense action that fans have come to love, while moving the story of Max in a new direction."We’re starting a new chapter of Max's life with this game," said Sam Houser, Founder of Rockstar Games. "This is Max as we’ve never seen him before, a few years older, more world-weary and cynical than ever. We experience the downward spiral of his life after the events of Max Payne 2 and witness his last chance for salvation."
Since leaving the NYPD and New York itself behind, Max has drifted from bad to worse. Double-crossed and a long way from home, Max is now trapped in a city full of violence and bloodshed, using his weapons and instincts in a desperate search for the truth and a way out.
Max Payne 3 will be available in winter 2009 for Xbox 360, PS3 and PC.
http://www.rockstargames.com/maxpayne3/
I bet it will come out before Alan Wake lol... I wonder what the hell is happening at Remedy, oh well, Rockstar guys knows what their doing so here's hope!

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Most of it is special fx...
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I have volumetric fog, I just didn't overuse it and It's a bit subtle. Might try to increase it a little bit more.
About the color, I tried pulling more purple to the overall lighting, but I really dislike how it looks like in this engine!
I'll see what I can do with it, the TimeOfDay editor has a color filter i might try to fiddle with that.thanks for the feedback!
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Here's my first attempt to compare what we got, to the actual scene of the movie.
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Oh, and I'm also studding possibilities for the second shot, where the APC will be the main piece, here's one of them, I liked this one, but most probably I'm gonna pick a spot in front of the North Lock door for the 2nd shot.
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Crysis Wars Mod SDK Content
The entire Mod SDK consists of 2 separate installers, one will include all the tools and the other will have the game source code. Here is the detailed list for the contents of the Crysis Wars Mod SDK.
Code
- [*:2yhmf02m]Game Source Code (patched to Crysis Wars v1.4)
Tools- [*:2yhmf02m]CryENGINE2 Sandbox2 Editor
[*:2yhmf02m]Resource Compiler (32-bit only)
[*:2yhmf02m]CryExport plug-in for 3DS Max 9, 10 and 11 (32-bit and 64-bit)
[*:2yhmf02m]Polybump plug-in for 3DS Max 9, 10 and 11 (32-bit and 64-bit)
[*:2yhmf02m]Polybump application (32-bit and 64-bit)
[*:2yhmf02m]CryTIFF plug-in for Adobe Photoshop (32-bit only)
[*:2yhmf02m]FMOD Designer Tool (32-bit only)
[*:2yhmf02m]Rigging, Artist, Animation Tools for 3DS Max
[*:2yhmf02m]CryExport plug-in for XSI
[*:2yhmf02m]Engine Settings Manager
Sandbox2 Editor Changelog
Since the release of the Crysis Sandbox2 Editor the dev team has updated the powerful tool quite a bit for the modding community. Find here the changelog of what's new:
- [*:2yhmf02m]Improved Height-Field Editor:
- Complete overhaul of User Interface
- New options added to show and hide water and map objects
- New tools added to quickly switch to terrain texture layers.
- Modification of Height-Field now translates to editor terrain in real-time
- Added ability to erase current height map
- Added new tool for large preview of height field.[*:2yhmf02m]Improved Terrain Layer Texture Editor:
- Complete overhaul of User Interface
- New section added “Layer Tasks” for adding layers and assigning surface types to these layers.
- Large preview of current layer texture
- Scale and projection axis now able to be changed more quickly due to new user interface.[*:2yhmf02m]Improved Time Of Day Editor:
- Added automatic scaling of the graphs to suit currently set values for each property.
- Added collapsible sections to each logical property group.
- Record now defaults to ON[*:2yhmf02m]New Visual Flowgraph debugging and features:
- Added debugging to track the logic occurring through the flow graph in realtime.
- Flowgraph viewport can be scrolled with right mouse button while dragging a link.
- "Add selected group" functionality when adding entity in a flowgraph
- Fixed: Incorrect scaling when opening a flowgraph
- Fixed: Flowgraph view moves around when having the save/load dialog box opened[*:2yhmf02m]Track View Editor improvements:
- Added: Copy/Paste nodes in the TrackView editor.
- Fixed: Sequence not reset at a cutscene start with TrackView editor.
- Fixed: Snap key on Trackview to start/end[*:2yhmf02m]Quick search entry inside the CVar dialog window:
- allows quick searching of all cvars[*:2yhmf02m]General Fixes:
- Fixed: Editor windows not always updating after switching windows with alt+tab.
- Fixed: Zoom scaling issues
- Removed several buttons or menu items which were obsolete.
Sounds good, I won't be trying this before I finish the Aliens project tho.
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http://www.gametrailers.com/player/46994.html
[Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif] Please god, don't let this game be the biggest disappointment of 2009.
Btw, which engine is this running on?
Edit:
QuoteWolfenstein uses id's Tech 4 engine, which was the technology behind Doom 3 and Quake 4. The game is being developed by Raven Software, using engine technology from id Software, for the PC, Playstation 3 and Xbox 360. The modifications to the game engine include depth of field effects, as well as the addition of a supernatural realm, called The Veil. While in The Veil the player has access to certain special abilities, such as the power to slow down time, to get around obstacles that exist in the real world, or even to be able to defeat enemies that have an otherwise impenetrable shield.
Btw just saw that TV show and the game does indeed looks good, I was a bit more impressed seeing ingame footage and gameplay, than that crappy trailer. Oh and what's with all the green?!
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What the fuck is this?!
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Sorry for the cruel honesty, but I really dislike this latest batch of screnshots... Where's the "Wolfenstein" is all of this?!
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You use the specular maps generated in crazybump?!
Man you're lazy... -
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Yeah, we're also running out of time as well...
good luck minos -
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Great! lol
Playing pong with sheep
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Another small update:
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lol
Warby you bum -
Either way, this is badass
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Quote from VoodooBenshee
its so great to buy games at amazon.co.uk. for all those games i payed something about 25 euros (and all are uncut, not that german cut shit). in germany at amazon.de i would pay for all 80 euros

yeah, I buy ALL my games at amazon.co.uk for two years now! They're cheap (even with the VAT and Shipping), non-censured versions, and they arrive in your mail box in 2/3 days.
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yeah man I know, it's some sort of brownish-green texture. It's exactly the color I painted the difuse with!

but I'm making the "Aliens APC for the exterior scene", not just the "Aliens APC", if you know what I mean. I tried making it a lot more green, but it just just looked bad and out of place, and the way it is right now it looks a bit more faithful to the scene I'm trying to recreate. So i fine tweaked the material and diffuse color in the engine material editor to achieve that final look you see on the two screenshots I've posted.
The Wet/Rain shader looks so awesome in motion, but on screenshots it's nothing but noise, so I'm considering removing it for the final submitions screenshots.