I'm happy to say this beta is growing on me. I'm not ready to say it's a proper Diablo game for me BUT! I find my self liking it more and more with each play through. I'll be picking it up day1... when ever that may be.
Posts by Bunglo
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Steam sale, $10. Get it.
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Quote from Izuno
I just blew my own mind:
Harvard Law
Did he say "fractions" instead of "factions"...repeatedly?
Awesome.
lolyes that guy is awesome.
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lol nice marketing to gouge some monies out of people as early as possible.
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That mug is fucking sweet! Might have to pick one up for me self... I don't even drink coffee.
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Wanted to see what the first game is like, loved the 2nd one and brotherhood wasn't too bad. Was going to purchase Revelations but the discount wasn't that large and I have too many games I've yet to play, so I'll wait to get that one.
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Yeah, fuck you buddy. After that jackie chan stunt you pulled, I don't give a shit care what you think.
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Quote from knj
Soooo Bunglo, looking at the reference you've posted, this is the same mesh (different chunks removed tho) and the damage faces got some damage texture applied to it ?
Basically, I've created three modules so far within max. I have max's grid and snap system setup to match that of CE3's so I know that as long as my ending verts are on a grid line, it'll snap with the other meshes in the editor. You can see in the screen below what I mean.
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When it comes time to create the damaged modules, I'll simply cut out areas of the existing modules, bridge the edges to close the open holes, and change the material ids of the newly created faces to the id that corresponds with the damaged texture.
[Blocked Image: http://i.imgur.com/IGo5p.jpg]
I can place the removed chunks on the ground as well so the damaged pieces match up with the damaged arches.
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Simple.
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Every decent human being should be required to see Team America.
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Hey Red. I'm not planning on anything too taxing regarding the amount of work I'm going to put into this, damaged areas or otherwise. More than likely I'll simply make a tileable, damaged texture that can be applied to damaged areas of the mesh. It wont require any hipoly baking (except for the damaged texture itself, I may do some zbrush work for that) and I can take out chunks of my meshes where I see fit without having to worry about modeling/baking hipoly geo.
Take a look at Matroskin's romantic ruin scene:
http://www.polycount.com/forum/showthre ... ost1407726
This piece is a huge inspiration for what I'm going to attempt to achieve, the workflow he touches on is essentially the same way I'm going about my scene. Only creating and baking hipoly meshes for things that need it, like trim. Everything else can use tileable textures.
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MERRY CHRISTMAS, EVERY ONE OF US!!!!!
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Some of the different architectural pieces I've decided to go with for my romantic ruin scene. Excuse the fov, I'm used to using e_screenshot from CE2 but that doesn't seem to work for CE3, so I printscreen'd the editor.
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KoKos, that is looking mighty impressive! Awesome material definition and the tree bark texture looks superb, love it.
Make a normal map for that thing and see how it turns out, might really help tie it to the scene in the end.
Quote from MinosThat looks pretty neat but the scale seems a bit off?
Think it might be a FOV issue?
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NO!!!!!

I hope we have another video game crash soon so we can start making good games again.
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Finished it last night. It's fun and looks good but it doesn't feel like Diablo to me...
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Just checked my bnet account even though I haven't recived any emails from blizzard... shocked to see the D3 beta there.
I SO HAPPY

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Trying to do a small, romantic/gothic-esque scene. Trying different ideas for the architecture to get something interesting. Using the tod that came with the forest level in the SDK.
Don't mind the missing chunck at the top of the arches, the mesh was too short when I wanted to test the results from the bend modifier.
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