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yes but in real life shadows are not pitch black they have bounced light from the environment so a real night vision mode does make shadows less dark, you could apply a extra ambient light to the level to make shadows less black when the goggles are on and hide it when they are off, don't know if this is doable on the stalker engine tho. You could also if possible use a post process shader that mimics the photoshop levels.
Looks cool but what purpose does they have? None of the visions really helped you much (in the video) a shadow was still pitch black no matter what vision mode you used.
Very nice continue doing a excelent job, you have a fan in me.
By browsing the forum link that you gave me for AMD and darkplaces problems something came to my attention, it seems the water maybe the culprit here, in the forum they say the "pretty water" on darkplaces rapes AMD cards. And you have a small water pool in the exact place that is causing the extremely bad performance for me.
Hum, Thanks for the suggestion but even with crossfire disabled performance is still very bad, do you have a Nvidia GPU, what is your fps's when looking to the center of the room? It could certainly be a combination of an AMD OpengL driver problem with your game, plus the fact that you have, imo, to many shadow casting lights, visible at the same time when we look to the center of the room, i counted a total of 6 that is overkill, for example when i look to the corners where you have a single light, performance jumps considerably from 8 fps's to more than 40 fps's. Please don't take this wrong but you should not have more than 4 shadow casting lights visible per frame, you should also be careful with overlapping light volumes, i know this because i'm modding the idtech 4 engine and this engine is very similar, if you enable the r_showoverdraw command and look to the center you will see what i mean.
Performance very bad on my PC when looking to the center of the room where the tree and the water is. Literally 5 fps's or less.
System - Radeon HD5770x2 , corei7 860 2.8GHz, 8Gb DDR3 dual channel NBF 2407.5MHz, ASUSTeK P7P55 WS , SoundBlaster Audigy 4, Win7 X64
Driver - Catalyst 14.4, w/stock settings.
Sreen res - 1920*1080
The problem like i said is not visual difference even tho you will find that some more advanced effects like Parallax Occlusion Mapping and others do not work with SM1.1, the problem is that SM 1.1 shaders are so old (like i said SM 1.1 is dx7/dx8.1) that GPU makers don't care about anymore, so driver support will be hit and miss, especially on more modern GPU's. Your GPU supports SM 2.0 and if it runs well then use that path instead because that is dx9a or dx9b, SM 3.0 is dx9c and GPU makers still support it well. By doing so you will have two benefits, first assurance that GPU makers will still support your game on their drivers, and the ability to implement more advanced shader effects if you so desire.
That is sad to know about the 64bits OS problems, but i still don't know what you mean by absolute pitch black transparent, does LS3D use alpha maps by the means of a black and white image where black is transparent and white is opaque? Perhaps you are referring to the lack of alpha blending where instead of only a black and white texture you can also have a grayscale one? The jagged edge you are referring to is a black outline around alpha images? If so use this trick to get rid of the problem just extend colors in the texture outward into transparent areas by one pixel (or more).
Decals are just a plane with a alpha mapped image some units above the surface, so if you used that trick before there is nothing preventing you from using it again. To solve Z-fighting just move the plane up some more units, it will solve the problem, about the alpha map issues, what are they? Doesn't LS3D support it well?
They are not doing everything from scratch the engine they are using is the Ogre engine they are just modifying it so it can read morrowind original assets.
You are free to disagree of course but imo is all a matter of gameplay, is all fine and dandy when you give choice to the player and i'm not certainly against big number of guns but problems arise when you include ones that unbalance the gameplay, when you can get them early on (is not the reason here tho has E.Nigma42 explained).
Nothing against that and just to clarify i didn't said i don't like them, I said they looked overpowered.
Hum, imo they are overpowered, even if in real life they are like that, with a automatic pistol like this i don't need a normal pistol or a submachine gun, and so this kind of weapons become useless. IMO you guys instead of trying to implement all kind of weapons that exist in the world, think of the kind of impact they will have on the gameplay and try to only implement the ones that give something to the gameplay but do not retract from it, again just my opinion and advice but the final word is yours.
But this is why i think this kind of weapons should not be included.
1 - IMO they make normal pistols and submachine guns useless (because is a pistol and a submachine gun in one).
2 - By making the above guns useless you don't need to carry them so it has an impact on the carry capacity (gives you more room to carry other stuff) and so gamers will try to get them early on has possible.
3 - The way to make them less available to counteract the problems mentioned above would be to make them more expensive (You could make them very rare tho) than the other weapons, and why would a automatic pistol be more expensive than say a MP5 submachine gun?
The original stalker (the alpha version) add working vehicles and stalker lost alpha (based on the leaked alpha version) also has them so the original vision for stalker demanded them. So introducing vehicles in this mod is the right thing to do imo.
This screenshot looks really like stalker but unfortunately this is the exception and not the rule. I need to ask are you guys trying to faithfully reproduce the Stalker look on the Cryengine 2? Or are you guys just trying to make a game similar to stalker but not necessarily look like the xray engine stalker? Btw does cryengine 2 supports dynamic wet surfaces to simulate wet floor and dry floor when on cover like on the Xray engine?
This is some of the best texturing i ever seen.
Two things i don't like on this list.
The removal of the grenades from Monolith and Bandits, everyone should be able to use them just like in real life.
Replacement of Duty and Freedom propaganda for music, why, because is more immersive to ear propaganda in the Zone, it makes sense, not only because of the factions wars but also because of their character, Duty and Freedom are trying to make people join their ranks and cause not give music espectacles in the zone.
Is just reflections and in game i'm sure it will look better because of the movement.
You sure have fantastic artists lets hope you have as good gameplay developers.
Nice teaser :)
Looking nice guys.
Continue doing a great job guys, but this needs to be more known, i found about it just by accident when browsing GOG forums.
this feature sounds very good congrats, but one thing that you guys have still to solve is the instability of the ragdolls, on almost all videos that you guys blast a enemy, some of his limbs gets stretched when ragdolling.
For the love of the game
Merry christmas guys.
Fantastic work man you are a superb modeler. :)
I don't have many free time to devote to mods now with university and work, but tell me what models do you need and i will see if i can make some of them, no character models tho not my speciality.
Here is my portfolio
fantastic guys looks very original.
Nice work i will indeed try this one has well. Don't give up continue doing what you love.
Congrats on the media attention that you are having, that is always a morale booster, and i hope it makes you continue your work.
Now i must say this, i'm following you for sometime now and has always your normal maps are very exaggerated and makes your textures look very noisy and ugly, you should really think about toning down the normal mapping strength because it will have a large impact on how people will perceive your game, also the wood beam on the ceiling has the textures in the wrong direction. I hope my criticism instead of making you be mad at me and ignore my suggestions, make you see what you can improve and so make your game look much better.
I have no doubt this is the Morrowind engine, but to me it looked like the oblivion engine heavily modded. :D
Also some of the assets look models straight from oblivion, so that also help the illusion.
And just to show that is the art that make the game not the engine.
nice work guys good bug hunting, i would love to play but work take most of my time now.
Very good. :)
Nice work, this scene is very atmospheric.
I'm not a woman and i'm also not a natural English speaker, so if you don't want a strong accent on your voice acting i don't think i can be of any use to you, but i will say this the English quote you have above is full of syntax errors.
IMO It should be something like this.
"Often I Hide myself in a secret room in the prison. I can take a rest here. I'm studying black magic for around two months now. No one knows about it, knows that I learned how to make hard wood start to rot and decay. My father (dad) was a very intelligent man, he constructed this place only (just) for me. In the future I want to be as dangerous as he was. People will fear (be scared of) me, even my brother and my friends. I feel it, I feel my power growing. Everyone will pay me tribute, Kate." "
Hope this is of any help and you find the necessary voice actress.
The normal map is too strong, imo ditch the normal map and just use specular to give it the wheat shiny look.
Why is that a good news for modders? Unity afaik has no modding support built in, you can't download the Unity editor or engine and mod a already out Unity Game.
Imo Unity is a danger for modders, and it is picking so much rep that everyone and their mother are now using it. Theres much better inexpensive engines out there if modding support is a fact, for example C4 engine, Esenthel and NeoAxis are very good engines with nice modding capabilities, especially the C4 engine.
Nice concept, continue the great work guys.
Nice but i think there will be a problem for non english speakers like myself.
Looks good but consider using a hidden ramp on the stairs (disable collision on the stairs itself) so the character controller do not jump like that when going up or down stairs, that is how Remedy (makers of the Max Payne and alan wake) and others solved the same problem.
Nice work i like it. :)
Will we see pinhead on this game?
Has always nice work.
Very nice looking can't wait to see the bugs coming my way on it.
Nice, i also start all my organic models with a simple box modeled cage. :)
Nice texturing, but the weapon is maybe very low poly to be used has the first person weapon? See your messages i have a surprise for you. :)
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. :)
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. :)
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.
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.
FANTASTIC!!!!! enough said.
The second i saw the image it reminded me of Splinter Cell Chaos Theory. :D
Yes i still don't comprehend how they can do that with only the HL1 SDK and no access to the render source code, is bloody amazing.
Continue the fantastic work. :)
Now we are talking, continue the fantastic work. :)
So instead of saying to me "Ok thanks for your opinion but don't worry it will look better" you say i lack common sense and give me a condescending reply, i know you don't own me anything has this is a free mod, but the lack of professionalism you seam to show and with how you reply to potential users or even partners, will bite you one day in the *** and perhaps it may be one of the reasons you seam to be low on team members. With that good luck on your modding and game developing endeavors.
If that 0.9 peace means the human heart area then is wrong, it is in the middle of the chest not on the left breast.
oh i see that is the door where you need to take that glowing ball to the other side of the maze for it to open. :) Also i love the lighting in the scene you are really capturing that Egyptian tomb feeling at lest in my opinion.
Looks fantastic for a Mafia 1 scene :) , also shaders are never CPU intensive they are GPU intensive because they run on the graphics card, btw now a days almost all games are GPU heavy not CPU heavy.
Things that run on the CPU on most all games now, audio, AI and physics, all the rest is GPU only.
Fantastic video and very funny i hope all the success to you guys.
For the game looks certainly cool, but on Wikipedia it says that is not proven that does images on dendera represent a electrical lighbulb of any kind, it says : "The view of Egyptologists is that the relief is a mythological depiction of a djed pillar and a lotus flower, spawning a snake within, representing aspects of Egyptian mythology."
Is hard for me to believe they add invented the lightbulb and a way to get electricity to that same lightbulbs and not have any physical evidence of that on the thumbs excavations, also for a lightbulb you need translucent glass and all the man made glass on that period was opaque and colored used for jewellery, amulets and the occasional small receptacle.
Fantastic work, congrats. :)
Thanks for the info :), it just shows how modifiable all the id and valve engines are fantastic work guys.
How the hell did you guys included dynamic shadows on the HL1 engine!? Do you guys have access to the engine source code?
Sorry if my reply is not what you where expecting but has a fan of your work my job should to give you guys my true opinion not saying "guys that looked awesome!!" (even though that is what all developers want to ear) but on the backstage think man that really needs more work. Once again i gave you my true opinion and i just hope that instead of discouraging you guys it makes you more strong, also i realized now that my BOD remark was unnecessary and for that i'm 100% sorry. :(
Ok i applause the effort but i really can't say i liked the physics behavior, even Severance blade of Darkness a 2001 game add more "realistic" physics behavior, if you guys can't make it better then IMO you should kill physics altogether and go static, there's no shame on that, id decided the same for Rage. Your work so far looks so professional and nextgen that again imo having so old school and lackluster physics does your guys no good.
Sorry Nicolas i hope you comprehend my opinion.
Thanks will do, i will report if something doesn't work.
Problems playing this mod in ultra mode, because of the launching method i'm unable to use RadeonPro to disable catalystAI or at lest i don't know how. :(
Very well done, but is this ingame or a render?
As always fantastic level design, if you aren't already working in the industry i can see a job offer in your future for you or the team member that did this fantastic maps.
Don't take them seriously man just continue doing your great work. :)
Good to see a update from you. :)
As always looks promising.
Looks fantastic. :D
Sounds good thanks for the info. :)
looks good and they sure travel fast :D , will you guys make the water more realistic? Imo is a very important peace of your game world and should get some more love, the Unigine based game Oil Rush has a nice water that could give you guys some ideas, another question, will the boats be animated (moving Oars) and perhaps have moving or stationary sailors on board?
Oh, i clicked the "Don't push" button!! lol
No problem, my kind words are giving to does that deserve it. ;D
Nice :D i love your User Interface idea.
Fantastic concept and modeling, btw you guys should also announce the game on the C4 forums. :)
The fire looks good but the sails should be bulging because of the wind force, right now they look like simple planes, not very realistic. What kind of camera system will you guys implement on this game? 3rpRPG, RTS, FPS?
The Avatars look fantastic!
Nice concept. :)
Do this uninstall the drivers like normal and restart the PC then delete any folder on your PC with the name AMD or ATI that belong to the graphics system BUT don't delete any AMD folder that belongs to the mainbord chipset (if you have a AMD CPU) or even the AMD dual core optimizer folder, also don't forget to make hidden folders visible, after doing that use CCleaner to clean the registry, restart the PC again and install the old driver.
P.s- if you are afraid of deleting the folders your self then you can use a software called driver sweeper that will do that for you, but i don't know if it is still free.
I don't know how you are making the models for this or what the engine supports or not, but you shouldn't need 90.000x90.000 textures (is not even possible btw GPU's can only render till 8192x8192), if you can give different materials to surfaces is totally possible to bake shadows on the models without sacrificing resolution, if you can't then the only other way i know is using a second uv channel to drive the lightmapps but the engine need to support that.
You need to bake lightmaps in your 3d tool because right now the lack of shadows makes it look very flat.
looks very good.
You need to tweak the mod options the default ones don't work the same for all, for example to me it made the game dark for others they made the game bright, just spend some time on the mod menu changing values and you will be surprised.
looks very good, i'm tracking. :)
Portuguese BR or PT?
Nice work guys :) btw don't they need bigger ears to be goblins?
Don't be discouraged by a new competitor that uses some shiny new engine, because of that he will always have more work then you to achieve that kind of quality that he shown in his video, by working on a engine like LS3D you have the advantage that low poly, low shaders engines gives less work on the art side more work on the gameplay side, gameplay will be what makes or breaks your mod not graphics. Now continue the great work.
Can't play, loading times are just crazy on my wxp machine with 2GB of RAM and a AMD HD2600 AGP using 11.10 drivers, normal ET loads much much faster.
Nice teaser, and the mod looks fantastic.
É muito lowpoly para ser usada como o modelo principal FPS mas para 3ªPerson ou para as armas que se encontram no chão serve muito bem.
Eu enviei-te um PM, pois estou muito interessado em participar no desenvolvimento deste jogo.
E já agora porque não o NeoAxis engine é baseado no Ogre Engine mas tem tudo o que faz falta para fazer um jogo, o Ogre pelo contrario é apenas um Render Engine.
Do you have eye problems? Or maybe is your monitor, it looks fine to me.
Fantastic image probably the best one so far from this mod imo.
One thing though the armature of the soldier should be more shiny them that, it is metal after all, now looks like is made of rock or something.
For your information Dx11 supports dx9/dx10 Gpus, but tessellation only works on dx11 cards, to play a dx11 game with a dx9/dx10 GPU you only need to have vista or windows 7. If you are still on WinXP them is time to update, and BTW you don't need to "buy" the OS. ;)
Making a dx9 render with dx11 features on top only makes the engine harder to maintain and the dx11 features to run bad. A pure dx11 engine runs much faster them a dx9 engine and supports the same features plus more.
yes i would like that also.
Looks very good and the guy in the video is very funny. :D
Nice work, but don't forget to dirt it up, put some trash on the floor and graffiti on the walls and some dirt has well, take out some tiles from that tiled floor. On the lighting side make one of them broken, etc.
In resume make it has if people live there for ages.
Has this was posted on April 1st i really HOPE this is not a joke, because real time Global illumination would be AWESOME!!!
As i said nice texturing but for a night scene it is to bright, you should play more with shadows, make the scene a little more dark, so the street lamps light cone is more visible.
Good work with the texturing.
enhanced normal maps indeed, are they based on highpoly source objects?
A game engine needs to be flexible and abstracted from the kind of game you will make on it, theres games that use a custum engine made for their particular game/gameplay, with a engine like that you would need to change the engine code and tools to make a diferante genre of game, but comercial engine like Gamebryo and any new engine for that matter are developed to be separated from the games, so you can use the engine to make a RPG a FPS a Race simulation a MMO, etc in the same engine using the same tools.
Very nice indeed. :)
Valve is not a Indie studio in the way i see indie studios, yes they are independent and yes that's what indie means but the word indie studio is for the most part used to classify small teams even if they have publishers, Valve is BIG and a AAA game maker developer, for example the Penumbra developers add publishers for their first 3 games and were still considered a indie studio.
Make the box small so it more feats the sitting character, right now he has is but inside it: :D
You will. :)
Go prospero!! Make this wonderful game live forever.
I'm also a spearhead user. :)
By the way don't forget to buy support medals and your spearhead unit patch on-site will grow to be a thing of beauty, i personally call it the ultimate spearhead support patch.
Yes Spearhead is correct, that account will give you access to the 2ª and 3ª game of the IM trilogy for free (and other goodies), you can also convert support medals (5€ each) to a spearhead account if you buy enough of them.
So if you don't have enough now to buy the full Spearhead or even the frontline account them just buy support medals and you will support the AAAindie idea, the making of this game and also maybe have exclusive early access to the multiplayer preview slice, ZPS did that with Running Man.
I BELIEVE!!! and you guys will believe also. ;)
Awesome stuff. Continue the good work i will be waiting for it. :)
where is the edit bottom?
Sorry for the grammatical errors but when i made that translation my English was not very good. (not that is now any better :P )
Will you guys be able to achieve the same level of quality as in the CE2 scenes with the volumetric light (god rays) and dynamic lighting? If so them good if not them is a shame it was what made the scenes look so fantastic.
By the way, i personally, am tired of the UE3 engine looks and i hope you guys can be able to diferenciate your selfs from all UE3 games out there, good luck and good work.
Hi Esfumato nice to know that Prospero still supports Severance, i don't know how he have the patience as severance is so old and don't even work on the new OS's, but I'm glad he does. I LOVE severance and every time that i see something about it i cry inside because i can't play it anymore. (Vista 64bits)
Good work on the map, by the way, are you guys using the dark mod ambient light system? If not i recommend it because some ambient light on that shot would do wonders. ;)
What kind of animal have the eyes in their mouth? :P
Thats the poster that is in max payne 1 and is a tribute from remedy to a great mod called KungFu.
Nice interview i like your sense of humor. :)
Nice classmates(:O)...ops, i mean nice T-shirts.
Looks good just like the first one. Good luck.
That's why he is already working as professional level designer. :)
Has always POM or Parallax Mapping on Cryengine 1 makes everything look like molten glass, have said that, on a cave is not a big problem because it looks like moisture so nice work. ;)
fantastic, just know that many are seeing this mod even if they don't comment, continue the great work.
how can this guys change so much without the source code, i'm still to comprehend. But for example the titanic mod for Mafia 1 as also implemented stuff on the LSD engine, like SSAO, and advanced water shader, that was thought to be impossible in the past.
This looks exactly like the spell casting system used on Arx Fatalis so the mouse is a perfect analogue to the leap motion hardware.
Your modeling is good but please don't disregard the texturing, good texturing can make a bad model in geometry terms look like a art piece. For example the wood pieces below the table surface need to have their texture rotated horizontally so the flow of the texture matches the geometry direction. If you want you can send the model to me by PM and i will texture it for you has a example, for free of course.
I don't know if they add spikes or not but if you google it you will see that some depictions of them does show them with back spikes or bone extrusions. About Jurassic Park it is not a good base for scientific accuracy.
Nice graphics indeed but why does the doors don't open all the way? it looks very strange that way.
They look fine has is, and you also have online sources for base textures like Cgtextures.com ,imo forget the camera use your expensive cell phone at lest it will serve for something or the link i posted, imo it is enough for you to work on decent game textures.
Very good Logo design, I love the metal effect on the typography. Was it made using a 3D model with a material or are we seeing a hand made art work?
You guys are showing a side of idtech 4 that needed to be shown, and that is that this engine is perfectly capable of bright and colorful worlds, ok prey also did it but you guys are a steep above that, just shows how professional your work is.
Ok mapping is approved, now show us enemy design. ;)
I seriously hope you are being sarcastic.
Never but never go above 2k for anything but terrain if you want a good looking but playable game, is nice to see the small details on the 3D app but ingame very small details just become noise and the high rez texture just takes performance away.
you guys are fulling us this can't be the HL1 engine no way. ;)
Fantastic work on the modeling and texturing and very nice video editing.
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.
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.
No problem on my part take your time, also fantastic to know Frictional is willing to help you guys.
Ok that sounds reasonable to me. :)
It does work you just need to run it on a window edit the Game.ini file that is on the game folder, you should also run it on compatibility mode, windows XP service pack 2 and has administrator.
Thats perspective the hand near you looks bigger then the hand away from you, thats how they made the actors portraying the hobbits and dwarves seem small on Lord of the rings. ;)
Yes it does, but is this just a shader showcase of sorts or is that how the game will look? If yes then please bring the specular down, it makes the game look really bad imo, you guys just need make the specular maps darker to eliminate that plastic look, or do what the Darkmod guys did and not use specular maps on some surfaces at all, like rocks, wood and only use them on metal surfaces.
Yes it does but imo nothing like stalker, is a good thing in one side because that way you guys have your own identity but sad in another because i would love to see if it was possible to really replicate front to front the stalker look on Cryengine.
Fantastic news guys. :)
I never thought i would see a mod for this game, nice work so far, about suggestions i can't really give them because i played this game so long ago that i really don't remember what you could improve. But know that i will follow this now.
Did i replied in a bad day to deserve that kind of response?
My comment was not meant to cause this kind of reply from you but to give you feedback, if you don't concur with it that is your right but a professional developer would atlest reply in a respectful manner and say something akin to, "Thanks for the comment but that is our artistic vision, and we think it represents our goal for the game better." Ok i would comprehend that.
And by the way i never said to make a mohawk, that is characterized by hair being vertical and indeed looks ridiculous, what i was refering to was to hair coming down the sides (almost like a horse hair) from the back but let some skin from the ribcage come through that would give a more menacing look to the dinosaur compared to what it is now imo.
Even if that number of feathers is realistic (that we don't really know) visually looks really strange (looks like a coat) and takes from the menacing look of the TRex, i would put feathers on the back only and let the skin from the ribcage be shown.
You can compare the atmosphere of both games and IMO they both look good and scary but you can't really compare the gameplay, Outlast is more similar to the Amnesia gameplay then to Silent Hill, they are totally different. In one you can't fight back, you just hide and run, on the other you can become a "terminator" and kill everything around you.
Nice work but i must say the pipe looks strange on this kind of corridor, and you should use more furniture to give a used look to the place.
Continue the great work man. :)
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.
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.
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.
Its Alive!!! Run!! ;)
Very nice lighting Maddieman looks almost has a Maxpayne 2 render, btw i'm totally surprised that you are still working on this mod, continue doing so even if unfortunately i will not be able to play it, :( because neither of the Remedy Max Payne games work on my Windows 7 64 bits, and i tried everything they just don't work and i don't have access to windows XP machines anymore. :(
Fantastic news now you can realize your dream mod on LS3D with the quality it deserves, now it will look even better then the original game. :)
On this one i totally feel the stalker atmosphere. :)
Why go to that trouble when the Source engine does essentially the same thing? And the baked light using the Source engine system supports normal mapping and other effects that a baked lightmap on a external tool can't.
Fantastic! if you want to go commercial you have my vote and my money.
Very good. Congratulations.
That's true on Rage they made everything possible to block modding of the game, they disabled the more importante svars and encrypted the game files, on doom3 and any id game before the pak files are simple zip files renamed to .pk4, this locking of modding was made by fear of the unstable economy and greed, ever since the born of the consoles DLC's, AAA companies are trying to kill modding.
Fantastic scenes just the looks give me shivers. :D
The problem is that way you guys will get the game at less money then us euro users, 15 USD's IS NOT equal 15€ it is more or less 11€ so to be really fair if you guys pay 15USD's then we would pay 11€, if we pay 15€ you guys pay 20USD's and that's it everyone is happy because we payed equal amounts. I'm totally feed up of steam using the same amount in USD and in euros so we European users pay much more then US users for steam games and that is not fair one bit.
BTW why do you think indie games don't deserve more then 20USD's (15€)? If they make a very fun and polished game they deserve the same kind of money that a AAA company asks imo.
Quem diria pt-pt :) sempre que vejo traduções para português é sempre pt-br, como disse o conterrâneo acima é bom para quem não sabe Inglês, bom trabalho.
Very good news :)
Nice looks much better indeed. :)
Sounds great AND looks great!! You guys are really showing that your mappers have grown in skill, fantastic stuff.
Looks awesome. :)
I did that (and funny is that the .dds is bigger then the .png 8/ ) and the game doesn't start now, it complains about not finding the .png's.
By the way i'm now trying to play on my W7 machine with a Qcore cpu, 8 GB of RAM and a AMD HD 5770 GPU with 1GB of VRAM. And it still takes a BUNCH of time before i can enter a map.
Myxale tottaly, fantastic work guys this is what all the game communities should be like, theres no tools **** it we will make our ones, but unfortunately we are full of COD type players all around now.
I personally don't like this new sinking, it would be more imerssive and cool to be able to see all stuff happening in real time has you walked trough the deck. But i realize why you need to make that concession being a single developers on this, so i'm glad we will have a sinking titanic at all. :)
Eu enviei-te uma PM, pois estou interessado em participar no desenvolvimento.
Looks like fun. :)
I like the top one on the right.
His skull, but he will be dead so will not worry about anything. :D
How the hell do you take this photos and with "long exposure"?
Fantastic work looks like has if is made on the Cryengine 2.
Professional quality good job.
Nice work guys this mod is fantastic, but if i may the red guy voice actor is trying to hard to sound funny and stupid that it becomes unrealistic, no one speaks like that, the other voice actor was much better. Imo you guys should go for realism in the guards voices not cartoon type characters even for the "slow" guards.
I'm a actor my self (10 years of experience on theater) and i would love to make voice acting for you guys but unfortunately English is not my mother tong. :(
Why is a ***** on the table?!
Holly mother of god!! This is great news!! Now we will be able to make a blade Clone in other engine, i can't believe this, BIG THANKS for the the coder that did this.
Now can the meshs and animations be exported to any other 3d max them max 2?
You are right but we don't know what they are thinking to do with this weapon, maybe the pump action is for a grenade attachment.
Sounds fantastic. Continue the great job and i'm happy you guys decided to follow my advice. ;)
Very professional AAA quality.
I have also eared BOD music on other games, it seams they were "inspired" by the fantastic BOD music score. ;)
Yes me to, i hope you guys all the best.
Quote- Q: If you could have any new feature added to the Doom 3 tools, what would it be?
Drag-scaling lights, and Freelook in the Camera view. Something like GTKradiant (which EoC doesn't work in!).
reply - What are you waiting to try the dark editor of the Doom3 mod Darkmod it is based on gtkradiant and works with doom3 also.
IMO do not light the terrain on MaxED use Texture baking in your app of choice (if it as that option) to light the terrain the lighting will look better as afaik MaxED don't light very well trimeshs. But i think theres is a problem also, if I'm not mistaken the player will not shade with the terrain light map texture if is not lighted in the editor.
The end of days.
I think he said that he should work in professional animation not that is animation needed work.
Now this is a impressive work everything from the camera work to the voice acting was very good.
VanHeckske how do you know how a real brachiosaurus sound like? We just can guess what it sound like. ;)
Good job guys it looks and sound's very professional.
Very bloody! Nice!
me to. :)
The Best BOD Mod ever and the Best mod from the fugitive series, congratulations for this great mod.