This member has provided no bio about themself...
Digging the addition of AO maps to your new stuff! Only worried that it might look jarring when compared to older stuff (unless you plan on going back and adding AO maps to everything... 0_0)
I actually noticed that in the reference pic I was using ( Img3.wikia.nocookie.net ) but decided to roll with it anyways. I did add extra lines to cover it up, now that you mention it though. Nice catch!
Looks pretty fantastic...I'm gonna have to reinstall the game for you :P
You should try baking shadow maps into your textures too!
Or the past. We haven't decided yet.
Lookin' good! Loving the detail on that (battle? assault?) rifle
Play it and judge for yourself (leave a good rating if you like it!)
Maybe this can give you a rough idea of what you need, though:
Wow, nice job guys :)
We made it better in every possible way.
They're not lasers; they're masers!
All of them
Well they'll be glossy ingame to be as close to glass as we can get
I used to get the NAT/P2P error like you, but then I checked my firewall
Thanks :) There's actually no normal map in the render; I tried to give the skin some actual depth instead of relying on normal mapping effects. However, there will be a normal map applied to it ingame to accentuate the detail already on the skin.
Have you considered replacing the modeled rotors with planes that have a motion blurred texture applied?
Shadows are kinda important, just saying. And 30k triangles on an infantry unit is a ridiculous amount.
I'm pretty sure that none of us on the team have the time to do this, due to the number of tweaks to the code that is involved. However, you can feel free to stick the art folder from TR into the FX Mod folder and see how that looks.
I'd say release later, but have a screenshot blitz or some gameplay videos up for MotY. You shouldn't release something you aren't completely comfortable with imo
I can vote for more than one mod XD
Voted, of course :)
Stay tuned, all hope is not lost
You could just use a flat plane with a spotlight texture on it. Or you could use a particle for easiness.
I love everything, but the shields seem to be a bit too white imo
Amazing work as usual :D
Yup. You have to specify at what amount of HP each alt is swapped out
They should work as long as you define them in the unit code
Very sexy. Loving those shields :D
Actually, you're in luck XD I just fixed the shader for you, will compile after class
Smexy. Props to you, Farseer (no pun intended :P)