Using the content from another game is a very hazy area. Some companies don't mind so much but with actisue I would be very cautious. Well personally I wouldn't bother at all seeing as releasing it would technically be breaking copyright laws but w/e.
Posts by Surfa
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":2m7g7480]As long as they're not triangular, it's ok. Sculpting apps hate tris, so run from them like the devil from the cross. Quads ftw, no matter if they're rectangular or perfect squares dude, you're making art here not math, as long as it looks good.
I am going to have to disagree slightly here. Having all quads of equal size will allow for very consistent levels of detail when sculpting. But this is not something you should go to great lengths to achieve. Just before you export add an extra edit poly modifier and start adding in extra loops to break up long rectangles. Obviously if you aren't adding a lot of detail into this area in the sculpting package it might not be worth the effort but having all the areas have a even quad distribution allows you to get the basic forms in more easily in lower sub-divs levels without having to set up to higher levels for some parts and therefore ruining others..
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[Blocked Image: http://www.cubeupload.com/files/1a4e00almostdone.jpg]
[Blocked Image: http://www.cubeupload.com/files/385200almostdone2.jpg]
I am calling this almost done as I have got to the point where I hate the model and texture. But I do need to add some more polish and shit.
Also fucking perspective making the front look bent.
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Well there is normally 3 ways I might go about creating a texture (although they can easily overlap). The first way is photo-sourced (this works well for creating realistic textures quickly). The second one is I make a rough zbrush/mudbox sculpt of parts of the texture then render out a normal/ao map from this, then I add details in photoshop using filters and custom brushes. The third option is completely hand-painted (although I suck at this), this is normal done when creating textures in the world of warcraft style.
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See that looks so much better than the other screenshots released of nuclear dawn. This is the problem with smaller companies they always seem to release some screenshots way too early. An-way the ground in the building seems to be too lumpy for the texture choice although this sort of add detail to what would be otherwise be a very angular room.
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Not impressed tbh. It feels more like gears of war than choas theory. I have played the demo quite a few times and can't find out how to do some of the situations stealthy
Quotewell the after you slide down the pipe
. Also it was really sort for a single player demo, If it had a co-op missions as well it might have been worth the download but as it stand not at all impressed. Still looking forward to the co-op though so I will be buying it.
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Fuck the game I want the editor.
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It refers to a sound in the sound text files. Most of these are located in the scripts folder and are normally named game_sounds_[use].txt.
It actually says so in the article you linked.
QuoteThis should correspond to a sound defined in one of the sound files listed in /scripts/game_sounds_manifest.txt (e.g. barn.chatter which is defined in hl2/scripts/level_sounds_coast.txt).
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The alien sculpt it just seems to have bad anatomy. I mean I know it is a alien, but it looks humanoid and therefore should have some decent anatomy. Also it seems to fall into the pitfall of zbrush. The fact that some areas are too soft and some are too hard and the overused stamping.
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Some of the texture could do with a quick touch up and I would re-render the tank in-game/in a viewer with better normal map support.
[Blocked Image: http://www.cubeupload.com/files/a59400jkkcrtis.jpg]
Image Showing what I mean.
Over than that small crits about the mp40 I like the weapons. Also the props are nice but I would remove some of the weaker pieces.
I personally would remove the Spartan helmet (too much wasted uv space also the texture is lacking); the Us zombie soldier and the alien bust sculpt. Also maybe touch up the texture on the car it looks really low res for such a high poly model.
Edit: Don't mind the spelling mistakes on the image I am just retarded.
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You can't blame the grain on dx. That is like blaming microsoft for child porn websites.
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All games companied put experience needed to try an scare people who aren't confident in their skills away. Although I wouldn't quote me on this as I don't actively work in the industry.
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For the door you need to create animations for it opening and closing. Now I am not sure what the acts are called but I will check later. Also for more than one material you need to set the polygon to a different material id. This is located above the smoothing groups section in editable poly.
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I thought that I was an e in the compressed url so I was disappointed to find the video was not about:
John carmack 2009 erections.
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Well technically they are a game company so, holy shit game companies and drama.
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They are using the ob engine but are mounting the content from cs:s (as far as I know).
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Video it and whack it on youtube.
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[Blocked Image: http://www.cubeupload.com/files/611200ns2isuck.png]
Trying to learn the spark editor and failing badly. was mainly wondering if some knew how to get rid of the verts/edges (hide them) in the editor as seen in the image above.
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You need to go ahead and deactivate the old copy first but then you could always download the trial of the version you have an just input the serial key.
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Omg marmoset fucking rules.
[Blocked Image: http://www.cubeupload.com/files/ff2200pipedreamwrench.png]
Admittedly the spec is a bit too noisy and most of them metal parts look like crap but omg marmoset.