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Fantastic work on the modeling and texturing and very nice video editing.
Very good job, and is nice to see for the first time something looking professional made with Adventure Maker, i hope others follow your steeps.
Looks fantastic. :)
Thanks for the info knowing that makes me feel better now. :D
Is all good and dandy but how can you make directional audio without mono sound sources? I always thought that was a giving for 3D directional audio, i certainly would not like to ear a gun shoot coming in from two directions at the same time ( two channels like stereo does). I'm all for ambient sounds being stereo but gun sounds and even character sounds imo should be mono only. Game developers are killing true 3D audio (and even hardware audio acceleration) on games so please don't be like them but try to make it sound the best and the most realistic has you can.
No problem :)
Just so you know i learned modelling with wings3D also , fantastic little program indeed, but now i use Modo 601 for 6 years to me is like wings3D on steroids.
Hum now that i'm seeing the model textured, i think that using real geometry for the grate thing of the place where the display rests, is a waist of polygons, that effect could very easily be faked with normal map, and will even help on the performance on low end GPU's.
Sorry if my critics seam a little harsh but i just want to help you make your gamer better.
Again very nice model, the edge flow seams to be very good indeed. :)
Very good model indeed, i know this is not final but please don't take this critic badly, now your texturing and uvmapping skills i'm afraid are still rough around the edges, the cutting seams of your uvmap are visible, when making the texture remember to overlap 3 or 4 pixels the uv map border with the most important color you are using on that area, if is a majorly gray looking place use a gray color, if is a green looking space use that color and so on and on, be careful not to spill to other uv islands tho, also from what I've seen on your demo game and this model you also have a tendency to exaggerate your normal maps bumpiness, moderation is the key remember that, and finally don't forget to give a used look to your camera texture, scratches and some dirt on it will give it that extra realistic touch. ;) Good luck and i can't wait to see the final product in game.
I love free cookies when i have it but i think you guys should go commercial one day, the quality on your work is so above the initial game at lest has Nehrim is concerned that i think you guys would be a success, of course you would lose the ability to use the already made hight quality assets and maybe even the opportunity to use the Gamebryo engine, But there's good inexpensive engines out there and even if high quality assets where not possible to me the gameplay and the story is what makes your games so good, food for thought.
Fantastic, the Silent Hill vibe right there.
Yes i also add this bug right now, and i'm in no mood to start again. :(
You and the Phobos guys should work together because you work is has AAA quality has theirs.
The Doom 3 BFG Edition has no modding tools and the game assets are in a totally different (binary) format to the one of the original Doom 3 (text format) so no i don't think he or anyone for that matter will in the present moment be able to make mods for it or make old ones work on it. And imo the original Doom 3 with some modifications looks better then the BFG Edition.
You guys are gods with idtech 4 this has always is AAA work.
Nice work and workflow, now you said you use the marmoset engine to preview your models on how they will look on a game engine, that is good indeed the problem is that no engine is alike so what looks good on Marmoset could look not so good on Cryengine so ultimately you should always preview your models in the engine you will use them on.
Nice to see that you will update the the normal maps they indeed looked very excessive in their power, also from the texture files on your last demo i saw that you have the specular maps very strong you should make then darker so your materials do not look like wet surfaces or in some cases like molten glass, has you are taking inspiration from Amnesia see how they made their specular maps, it will help you a tonne.
Good luck with your game and funding campaign.
So a normal army beret can stop a bullet? ;)
Thanks for the update nice to see your mod is alive. :)
You guys are in a roll, some times back you thought it was not possible to make more with the LS3D engine, now it seams everything is possible. :D
And yes SSAO makes a significant difference to the looks of a scene, and it indeed needs to be less blurred, but if Mafia has lightmaps and it uses radiosity lighting (and you have access now to the radiosity feature), then AO should automatically be present, so does beams with lightmaps should look more pronounced and even better looking then the SSAO one, are you using lightmaps on this scene?
Very nice indeed, the doom3 sounds will be replaced eventually i hope ?
Also please bring the specular of the rocks down a tad, right now they look very wet and shiny. Btw some sections of the maps (the caves sections) look very bright imo, i think you guys should bring the ambient light down a little and let the shadows stand up more.
Fantastic work man as a mapper i always missed this feature on idtech 4, this feature alone imo makes it worthy to buy your game for idtech 4 moders.
It didn't looked bad on the X-ray engine for the contrary, and the X-ray engine also supports advanced dx11 effects, it is a very competent engine. I really can't see what a game like stalker has to gain in going to the Cryengine 3 in the visual department, the only good thing that i see from this engine is the modding tools and the ability to go stand alone or even to consoles if the developers want it.
FANTASTIC!!!!! enough said.
DX11 is broken on AMD cards almost since release and the developer never bothered to solve that and now they are dead so a patch is totally out of the question, at lest a official one.
It seams faster because all dx11 only effects are disabled completely and even the god rays are disabled in dx11, they work fine in all the other renders tho.
It does looks awesome indeed, but my only reservation is that on the Source engine you lose the ability to use more then one dynamic shadow casting light, so only the character lantern will be able to cast dynamic shadows (i hope), that is a petty but don't get this wrong i will play this mod when it goes live and i give total congrats to you guys it does looks fantastic, is just that imo a game like silent hill really gains much with real time lighting and shadows, that was something that i specially liked about the Silent Hill Homecoming game , i also remember how in the old Silent hill games the use of the dynamic shadows effects was just cool, even today Silent hill 2 (PC version) looks awesome because of that (and the higher resolution plus AA ;D ).
so happy seeing news from you guys and the pics look very good.
The second i saw the image it reminded me of Splinter Cell Chaos Theory. :D
Fantastic, like i said some time ago it was just light maps and shadows that this scenes needed to come to life, congrats to all involved.