Quote from D3adsAnyway back on topic, new site and trailer;
That was awesome!! ![]()
Quote from D3adsAnyway back on topic, new site and trailer;
That was awesome!! ![]()
func_details also dont count as they are converted to world geometry after VIS calculations have been made. When I was creating nd_russia for nuclear dawn years ago, I personally emailed the lead coder at Valve about going over the limit, and he pretty much said what im saying now. I can't however speak for the L4D engine, things could have changed drastically since the ep1 source engine.
By terrible I mean:
Stalker CoP
[Blocked Image: http://screenshots.filesnetwork.com/52/files2/106791_4.jpg]
Compared with:
Metro 2033
[Blocked Image: http://nofrag.com/images/004b04.jpg]
Quote from the0rthopaedicsurgeoni'm at 93% entdata now, and about the same with brushes so finishing this is going to be interesting. i've visgrouped a lot of sprites, particles, decals etc and switched off some of the signs, but i might have to delete a few things as i get more done, i haven't even started on the 3d skybox yet.
The ent data amount is purely a guideline, you can easily go over it and everything will still compile. Also take into consideration that things like static props are added there but are converted to world geometry upon compile so they dont actually count as entities.
This looks like the most fun thing I've seen done with the source engine for some time, and all done with scripting? impressive!
Why do I suddenly get the urge to melt this guy's head with a magnifying glass?
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also, some of the geometry looks awfully blocky...
[Blocked Image: http://nofrag.com/images/004b54.jpg]
otherwise it looks totally tits!
Hi everyone,
Im currently looking to take on an additional concept artist to help me with 'remastering' a mod called Dear Esther. For those of you who arent familiar with it, the mod is a unique experience which plays out more like an interactive story than a traditional game. There's no shooting, jumping or blowing things up, it's simply a journey through the eyes of a tormented and dying man steeped in mystery and hidden meanings. (more info and the old version of the mod can be downloaded here: http://www.moddb.com/mods/dear-esther)
After I played this mod around 7 months ago and felt that it had great potential but saw that it was being let down by the quality of the visuals. With the approval of the original mod author, I've decided to pick the mod up and bring the visuals up to the quality it deserves.
Here are some of the latest WIP imagery:
[Blocked Image: http://farm3.static.flickr.com/2691/4104928833_32e1cb7847_o.jpg]
[Blocked Image: http://farm3.static.flickr.com/2612/4105696638_9432ff18c9_o.jpg]
[Blocked Image: http://farm3.static.flickr.com/2700/4105697296_30e7eaffe0_o.jpg]
More media and info on the remake can be found here: http://www.littlelostpoly.co.uk/devblog/
What im looking for is someone with a good imagination who can help produce paintovers that suggest ideas for detailing, compostion, lighting etc. Right now there are one or two areas of which i'm struggling for ideas, so this would be a great help!
Also iim having a few problems with some of valves shader code and would greatly appreciate anyone who knows a bit about shaders in Source!
If you're interested or have any other questions please let me know!
Thanks,
Rob
Personally I think it looks great! Can't wait to get my hand on this!
NUCLEAR DRAMA
Oh wait wasn't this thread about a mod called off-limits?!
My god yes!!!!!!!!!
THERE, ARE.. FOUR, LIGHTS!!!
Quote from Pericolos0cool tree!Another thing you can do to make the lighting look nice is point all the normals of the alpha planes upwards, so every vertex gets the same lighting.
That's an interesting idea! There is also an option in OB hammer to ignore the surface normals for lighting (possibly does the same thing)
Quote from Seldoon182Dux what is the workflow to creat ur custom assets? I mean do u have fucking .qc files like Source? .vmt?Can u export ur lvl from spark to a 3dprogram like 3dsmax?
[EDIT]: Here explain how making a custom material.
hmm I hope they improve upon this, keep it all in the editor I say, like Unreal. Source has one of the most counter-productive systems for importing models and textures i've ever known!
This is awesome! Thanks!
I'd like to see how it handles more complicated geometric faces such as cylinders, arches etc and if it has smoothing.
One of the best looking TF2 maps I've seen in ages Psy!
How is babby formed?
How girl get pragnant?