Yes, we are trying to recruit new skilled members and form a stronger, more stable team. We have a rather small group putting out quality work, we'd like to expand this group, and create much more. In this process we are going to be much more productive over a much shorter time than previously. We are heading for a bright future! :)
It was being developed to be run on CE2. We decided to create our own engine, Maoli, due to limitations in CE2. Maoli has come a far way, and is looking more impressive by the day. We are hoping to show it off in its current state, not a long time from now! ;)
Hey Bas, im pretty sure the trigger concept was inside the handle, so you'd have a seperate button on the front, that you'd have to squeeze. Thats what i've heard from Tao recently :). It would still require additional modeling for the trigger-squeeze-animation though, and its still WIP, so... great work so far! :)
Hello, im not the person who created this model, but im pretty sure I know what method he used! I think that he used the lighting technique called Light Tracer. Look it up on google, its easy to configure in 3D Studio Max. For the material, I think he used the default material. Hope that helps! (If you are going to use the method Light Tracer, make sure you raise the 'Samples' rate to around 600-800, if you want the shadows to be nice and smooth!)
In multiplayer that is, having that feature in SP would be completely pointless... unless you want to explore fast or something... it would become unlockable. :)
Wow, thats great, just a message to the modeler, use more samples with your ambient occlusion :). If you're using skylight, i suggest you use Light Tracer instead!
Yes, we are trying to recruit new skilled members and form a stronger, more stable team. We have a rather small group putting out quality work, we'd like to expand this group, and create much more. In this process we are going to be much more productive over a much shorter time than previously. We are heading for a bright future! :)
The clip is badass ;)
Its a very cool pillar!
Happy new year :)
It was being developed to be run on CE2. We decided to create our own engine, Maoli, due to limitations in CE2. Maoli has come a far way, and is looking more impressive by the day. We are hoping to show it off in its current state, not a long time from now! ;)
I've heard a complaint about this concept, I think it looks classy though :P
Hey Bas, im pretty sure the trigger concept was inside the handle, so you'd have a seperate button on the front, that you'd have to squeeze. Thats what i've heard from Tao recently :). It would still require additional modeling for the trigger-squeeze-animation though, and its still WIP, so... great work so far! :)
Very good looking, very clean, I like it :).
Looks like some people are doing some research :)
Thats just a specular map that needs to be applied, im sure Andriy has added it by now :).
Thought i'd leak some of the content of the future update :)
Haha yeah, Chris is messing with us :), it will be replaced soon...
If we were to announce that we would not just say it open in the comments section ;) Sorry buddy.
Oh, its going to be so awesome! I've been priviledged to test the current versions of the Maoli engine, and its definately very sweet!
Yes the engine is definately on its way. We may release some *sneakpeaks* of the engine soon :).
That guy just got served..
looks like you have some potential there :) welcome to Miriscus (yes, the news travels fast!)
Thats something old we should have removed a while ago, which was never done. :) It will be fixed in the near future.
We are not certain of this yet, but you will definately not be able to run this game without Direct X 10!
Hello, im not the person who created this model, but im pretty sure I know what method he used! I think that he used the lighting technique called Light Tracer. Look it up on google, its easy to configure in 3D Studio Max. For the material, I think he used the default material. Hope that helps! (If you are going to use the method Light Tracer, make sure you raise the 'Samples' rate to around 600-800, if you want the shadows to be nice and smooth!)
I really like this piece... I can imagine this being on a game cover, just plain white with that in the center. :)
ROFL
Tim the sountrack really is astounding! :)
Its a sign...
In multiplayer that is, having that feature in SP would be completely pointless... unless you want to explore fast or something... it would become unlockable. :)
Hey guys, I like the clean design, the plot sounds interesting!
Wow, thats great, just a message to the modeler, use more samples with your ambient occlusion :). If you're using skylight, i suggest you use Light Tracer instead!
If we dont get permission, we're definately that poor fellow in that unfortunate situation.
There is a FEAR coop game its called FEAR Combat Warfare, its pretty nice if your playing with someone you know! :)
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