Hey Michi, how do you do?
I think you should adjust the fog a bit, it looks to thick.
Those houses are from one of your battlefield maps as it seems?
Hey Michi, how do you do?
I think you should adjust the fog a bit, it looks to thick.
Those houses are from one of your battlefield maps as it seems?
Beautifully done. Anyone noticed the chicken?
Finally some more information on assets. Thanks HP.
If Visa were easyer to get. ![]()
Quote'm not sure what the answer is, maybe scaling back the size and visions of mod teams?
That seems to be the most crucial issue for most of the mod teams. Huge games are being planned and organisation is bad, which leads to frustration and often wasted work. Developing in Episodes might be a good thing (for singleplayer mods), so people get to release more often and keep their motivation, which is close to the "release early and often approach".
Reading all this makes me quite happy to be modding with IDTech4 though, since you got all the tools in the game exe. Even if the AF editor is total crap.
Thrik: It's just the radiant as you know it from Q3, plus some new features.
Great as usual BJA!
Oh that's really lovely. Could be well used as a pipe or support beam. The rivets and seams (those black lines between the metal plates) look kinda painted though. They lack depth and are not as sharp.
Arrrrrrrrrr!!! Finally the battle can go on. ![]()
It was done on prupose and nobody secured the area below?
You cannot be serious ![]()
Way to make a new panorama window ![]()
Great way to establish steam further.
Algor: It's Quake4.
He's been working on that thing like forever now and it honestly is still far from looking good.
I know this guy from earlyer days and we've been talking on skype back then.
D3: If you want to give it a go, there's Hell Island, which is more or less an expanded and reworked Hell Island. ![]()
Great work as usual BJA. ![]()
Wonder how this batches though, seems like there's quite a bunch of lights and different textures.
Oh my god that water is the sheer awesomeness.
Did you change anything in the "base" folder?
Good lighting. Keep it up! ![]()
Thanks for the hints. Those can even be accomplished by pulling some vertices around on the lowpoly. ![]()
Sentura: My pipeline was: basemesh in max-> highpoly in zbrush-> lowpoly in max-> baking in zbrush.
Dead oak mapobject.
588 tris
1024 Diffuse, Normal.
[Blocked Image: http://xs123.xs.to/xs123/08024/pics422.png]
The screenshot is from Prey (doom3 engine).