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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.
Very nice looking can't wait to see the bugs coming my way on it.
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.
Nice, i also start all my organic models with a simple box modeled cage. :)
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.
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. :)
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.
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.