Are you a 3D artist? Are you looking for some inspiration? Do you just want to collaborate or know who your fellow ModDB artists are? Doesn't matter what application you use or how you do it... if you're a modeller, animator, skinner or looking at getting started with 3D, then this is the group for you!
This month we hasn´t many time to work on this mod but we have some new stuff for you. First we have the Wraith Hive almost finished, the mainship of the wraith fraktion. It will be the answer of the Wraith to the Ancient Battleship.
the second is a new pic from the Ancient Cruiser, the workaholic in the ancient fleet.
That´s were the July news I hope you like it.
all pictures are not the Finally version thanks...
Let's see how far we've come since that summer so long ago.. (I say that summer because I really have no idea how long it's been) We started off by adding some untextured models to Kurok, making a couple maps in Worldcraft, and stressing about how we would be able to edit the code since Dave never released his source. We couldn't be swayed to switch to Quake because, come on, Kurok looked so good already! I think I had been animating for about a month by the time I made this:
Yea I know... it sucked! I had just finally figured out how to export to mdl from Blender and was ecstatic. Corytheidiot had made all our maps up to that point including hospital, sewers, and subway. Necrod had done all the texturing, Packer had done the modeling, and obviously I had done the animating. The team was working well, Koolvin coded us a website: www.left4quake.com and the traffic started booming. That's when we knew we had to switch to Quake. That's when things got interesting.
I'm pretty sure Koolvin got into a fight with every single team member at one time or another, and maybe even some fans... I don't remember. But Ghostfang appeared from Gateway wanting to model and we accepted him not knowing that he would be our savior.
In case you've forgotten our early progress, here's some reminders.
After we switched to Quake, we tried to find a coder only to have him leak our files from dropbox -__- We didn't care though because the version he had BLEW!! Then we got Althir to join as a modeller. Little did he know that he would animate the zombie we still have implemented today! Remember...? This one?
Everybody went crazy after that! Traffic to the page went up by 900%, and we rose to the number one spot on Moddb. Ghostfang had started coding by then, and he added the zombie to the game along with the pipe bomb, a couple of animated weapons (by yours truly), and some other code. Remember that box map of doom??
Anyway, we got a couple new mappers: Justice and Flapjackdan. They both made incredible maps!
Ghost had been doing some more coding and implemented some more awesome features, and things were going great again! We got elPepi to do character modelling, and they looked incredible! Some people even claimed we ripped the textures -__-
The whole team was working together again, even 211! Remember him?? Anyway, Koolvin started getting funding for our server:
But everyone got pissy saying we were stealing their money! For the recrod, I myself donated 40 dollars, Ghost donated a lot, Koolvin donated more than half, and 3 fans donated the rest which was only about $50 all together... So stop complaining ;) Koolvin also has been paying for the site since it was created.
But suddenly the team fell apart again. We couldn't decide in the direction we wanted to go storyline wise, or engine wise. Our 3 best mappers quit including Tom5, maker of the original rooftops:
We decided to focus on one thing we could agree on which was map props. Althir got to work and made tons! The best being his crash site and entertainment center:
But after that, we had nothing to do... The mappers were pretty much gone, Ghost and I had done all we could at the moment, so we waited... and waited... and waited.
A couple modellers showed up, so we decided to remake the guns from before, and I contacted Packer (after 2 years) and forcibly made him redo the hands :D I also remember talking to Necrod every day for about 2 months persuading him to rejoin considering we had no texture artist! Yea... it worked... kinda. Then there was a period of blah...
And now Ghost and I are the only devs still into it really. A couple come and go here and there, but not many. So it's up to us to finish this game. I know it will change the lives of many people when it's released. Mobile left4dead has been a dream of mine for a long while, and it must be for thousands more too. I can only ask you all to sit tight and not complain about the slow progress. Unless you feel like learning how to map... :D Thanks so much for your continued support, and we'll be talking shortly! (well... if you consider this talking...)
The best of regards
-Mobster and the Ribcaged Entertainment team
That´s all for this month your Screammind Team
The Blender SMD Tools enable Blender 2.58+ to import from and export to the Source engine. Unlike most other exporters, they are built with usability in mind at all times.
Both of the new panels will start a the very bottom of the list, but can be dragged higher. The animation panel will only appear when an armature with animation data is selected.