Quote":290n95g3]
I was drunk half the time, so did chris, he fell asleep on Rage presentation, ahah!seir, I posted a link for the slides too:
I'm blind or not registered on Flicker. Shoud I register to download it?
Quote":290n95g3]
I was drunk half the time, so did chris, he fell asleep on Rage presentation, ahah!seir, I posted a link for the slides too:
I'm blind or not registered on Flicker. Shoud I register to download it?
HP, can you ZIP your slides photos and upload it here? ![]()
There's a lot of villages in Holland with such a design and it works. Accidents are reduced to few percents but yes, one driving ace can ruin whole design...
Here are the realisations in action:
I was designing a development plan for my landscape architect diploma and I've red about this great idea:
http://en.wikipedia.org/wiki/Shared_space
It's so good that I decided to share that with you
It's all about removing signs and barriers. It forces drivers or pedestrians to interact each other not to kill themselves on the road. ![]()
Don't know why I don't like it - only the setting looks promising. It's new but I don't know if it's playable.
Nice
I really like it.
I've almost finished playing Singularity - the start of the game (docks) were nice, sad that next chapters are a bit boring interiors with few cool scenes...
It really depends on the setting you have to work with. From my experience I can say that there will be no fun gameplay when the game mechanics are bad. Actually combat design is the last thing made but all the other stuff like model props, game mechanics, even music should be designed to work perfectly with core gameplay.
Try to create a scene with orange boxes, arrange a little combat there. Play it without a voice. It will work and can be fun but it's still not good enough. After creating the environment the scene will be complete...
Yea, nice. Anyone add them to photo reference thread! ![]()
Anathomy of a Combat Zone @ Gamasutra:
If you have a photoshop you can use measure tool. First of all you need to create scale, like "1 building = 1 module" so when measuring for example you'll get values that something on the map is "3,45 modules" long.
Also the locker is brand new, how about adding sime rust and shadows there (vertex paint?)
It is possible to preorder PC version but not from steam?
I'll check it today at home. Thanks for info!
Hi,
I need some help with moving model (with mapping, materials and so on) from Max 2011 to Max 9. FBX isn't working, they modified that format so older apps can't read it... Any other ideas?
Maybe make it still industrial but more rusty? :>
I'm only afraid that I'll die in a car crash or other sucky way where I can do nothing.