sarge mat Posted October 17, 2009 Report Posted October 17, 2009 Looking really great man. a I see so you added that stuff to the mini map but its not all actually there? Thanks a cool idea, great way to make it feel like its part of a bigger world. Quote
JeanPaul Posted October 17, 2009 Report Posted October 17, 2009 Off limits? I thought that was Nuclear Dawn? Someone explain whats going on hur? Quote
Wesley Tack Posted October 17, 2009 Report Posted October 17, 2009 Off limits? I thought that was Nuclear Dawn? Someone explain whats going on hur? Someone search www.off-limits.be for the answer to that question. Quote
JeanPaul Posted October 17, 2009 Report Posted October 17, 2009 That doesnt really explain much, did ND change into this? Quote
dux Posted October 17, 2009 Report Posted October 17, 2009 No off limits got the map from briscoe I think, something like that. For all I know nuclear dawn was a rofl waste of time and turd hype. Quote
Wesley Tack Posted October 17, 2009 Report Posted October 17, 2009 That doesnt really explain much, did ND change into this? Nuclear Dawn still exists, they were picked up (after being pretty much dead) by a Dutch company called InterWave who is making it into a commercial game. I however got the level Russia from Robert and all the assets that came with it to be used in Off Limits (and I got the approval of all parties involved, this was arranged before InterWave picked up on ND). So, Nuclear Dawn is now being made by InterWave, all new maps (Russia wont be in it, as it is in Off Limits now). Also the version of Russia in Off Limits isn't anything close to the original ND map anymore (except for the look of course, which was awesome as it was). But to make it work for Off Limits I had to redo most of it and altered the design to fit our game play. Quote
Steppenwolf Posted October 17, 2009 Report Posted October 17, 2009 Yes ND still exists. I work on it Off Limit can be very happy that they got the map because its an very impressive piece of level design. (I checked out the map in the old ND build) Robert set the bar very high for us who work on ND maps now. Quote
Hipshot Posted October 18, 2009 Report Posted October 18, 2009 Based off of PhilipK's work. Just had to re-create it I can't tell the difference... Philip really put his heart into that level... edit: Oh, 256 posts, that's 8bit. I can never post again. Quote
-HP- Posted October 18, 2009 Report Posted October 18, 2009 Actually, that's faaar from being the best philipk work but whatever! Quote
Lord Ned Posted October 19, 2009 Report Posted October 19, 2009 ":10zj93us]Actually, that's faaar from being the best philipk work but whatever! Yes but given what resources I have and what Source has, it was the easiest to recreate . Quote
AlexM Posted October 23, 2009 Report Posted October 23, 2009 lot of updates on various things I got feedback about here, figured I'd consolidate them into one post The tree model, I redid the whole thing, this time taking into account the crits here about the trunk. It's no longer a repeating base texture, the whole thing is one continuous mesh. The texture is still a little off for me, a little too bright brown I'm guessing. I'll play around with that. Overall it's an improvement IMO. I need to fix the shadows at the junction from the trunk to a branch though. $constantdirectionallighting dosen't seem to work with episode 1. Next up is derailed, I made many of the lighting changes mentioned earlier, added for etc. I have to step back and do a bit of optimization. Anyone happen to know if the source engine loads all skins on a prop model or not? I'm hoping it doesn't (have a few props with 6+ textures on them). Finally I'm planning to go to school for programming and have spent the last couple months brushing up on my math and learning programming in my spare time. This is a little 2D game I'm working on mainly just to get the feel for what it's like to complete a simple game. It uses a game library I made called LemurLib which handles cel animation (linear and a snap type of animation that locks an object in it's state until the animation completes), set up for a player protagonist, enemy management and user input. Still have to finish the final gameplay (akuma defends his stash of comics and food from waves of enemies) as well as sounds, some UI stuff, enemy death states, more enemies, and Akuma's special moves ^^^ if the youtube embed isnt working here's a direct link Quote
D3ads Posted October 24, 2009 Report Posted October 24, 2009 You imbed with the letters of the link only, in this case it'd be [media]http://www.youtube.com/watch?v=zRz47yoPVOY[/media] Which gives you: Quote
Lord Ned Posted October 24, 2009 Report Posted October 24, 2009 Next up is derailed, I made many of the lighting changes mentioned earlier, added for etc. I have to step back and do a bit of optimization. Anyone happen to know if the source engine loads all skins on a prop model or not? I'm hoping it doesn't (have a few props with 6+ textures on them). I'm afraid it does load them all, even if you don't use them. There was a discussion somewhere a while back... might be on the hlcoders mailing archive. Quote
AlexM Posted October 24, 2009 Report Posted October 24, 2009 Next up is derailed, I made many of the lighting changes mentioned earlier, added for etc. I have to step back and do a bit of optimization. Anyone happen to know if the source engine loads all skins on a prop model or not? I'm hoping it doesn't (have a few props with 6+ textures on them). I'm afraid it does load them all, even if you don't use them. There was a discussion somewhere a while back... might be on the hlcoders mailing archive. oh man seriously? This could mean I have an entire weekend of prop recompilation ahead of me Quote
Pampers Posted October 24, 2009 Report Posted October 24, 2009 yeah afaik it does load all the skins even if you dont use them Quote
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