A little post script: I forgot that I had long ago installed the Russian Dialogue mod. My bad for the confusion!
A little post script: I forgot that I had long ago installed the Russian Dialogue mod. My bad for the confusion!
I downloaded it and gave it a try. No significant performance issues to note. I'm seeing the same kind of performance the vanilla gave me but that's not bad because it worked fine for me anyway. Aesthetically, I prefer the original dialogue. I may not understand the language much but that's hardly the issue when the information needed is provided via text. It's an immersion issue for me. As far as text is concerned, I do not know if any alterations have been made. Something seems different about it though but again I may just be imagining it. It just seems like the text dialogue is written like everyone is in the hood now which again makes an immersion issue. Honestly the music changes should not have been made at all. Pulling copyrighted music from movies or other games is pretty sloppy. It would be a far more respectable move to find someone willing and able to help compose some gripping tunes that do not detract from the atmosphere inherent to the game. If I had any knack at all at composing music I'd offer assistance, but I don't have that particular talent. Aside from that, the game play tweaks feel rationally placed and game play feels good so far. The daylight atmospheric changes are quite nice and so far have not felt overdone. I have my gripes but I feel this is a good project you've been working on and hope to see further advances in it. Keep it up, I'm seeing good material.
Lemme know when something is ready to test. I am eager to see what you fine gentlemen have been cooking up in person!
Well. I meant hard mode as the game just being hard. It's like playing around with FF4 snes roms. There's the normal game rom and a hard version. That's what I was trying to get at.
My mental aneurysm feels very sweet indeed.
As far as improving gameplay to be more tactical, it would also be worth employing some sort of hard mode idea. Think FF4 in that aspect. Making the game more strategically challenging is something I will earnestly respect and support. Changing dialog, well... as long as it's stuff like cleaning up typos or blatant mistranslations leading to cryptic grammar, sure, but changing names of things to keep it "trendy" to newer titles of the now decaying (in my sight) franchise, I abhor. Names of magics and so forth were simple and easy to understand. There's no need to turn it into more mouthful/gibberishy varieties like fira, firaga, whathaveyou. Barrier/MBarrier also doesn't need to change. It made sense as it originally was, Yojimbo, unless of course you're talking about how it works, then I am all ears.
Yup. Silent Hill movie church.
SOMEbody has been watching the Silent Hill movie.
That was the only model that had that boney look, and even then it has been diminished since then. I'm tryin' to get that creepy but yet not quite so creepy feel to it. By all means any body, give me critiques. I do listen.
Doesn't mean, though, that the transfer maps tool in maya is worthless then. Say for instance you happened to build something with multiple parts and wanted all the details combined into one normal map, this would be the tool I would turn to. It's also great to be able to transfer maya's generated textures (the 3D textures don't rely on the UV layout) onto a usable mapped texture. This tool is also excellent for creating occlusion maps from a high poly object as well. Just saying that the 1:1 baking of a normal map is much easier achieved within Zbrush, especially since (on my machine at least) maya tends to crap out when smacked by a model bearing 400k or more polygons where as Zbrush for me can handle up to 8 million (though I generally stay within 1-5 million).
I know he's trying to simplify the whole process to help everybody learn it, but dang! He's harder to listen to than a soft-spoken psychiatrist.
I use Zbrush all the time. The Zmapper plug-in does all the normal map baking for you right inside Zbrush itself. Just as long as your lower subdivision level has a decent UV map layout, you're good as golden. Plus Zmapper has the ability to tweak, save and load program specific configurations so your normal maps work as you intended with the desired program.
Witty music, fun-looking oldskool zombie action. A+. Just one question, though. How many eyeballs are in those zombie's heads anyway?
Finally some newer content than what has been plastered around the net.
hmm. A fellow Zbrusher.
Took a while for me to stop laughing! Beautiful work!
Kicks (|)
PS: Now that I think about it, it's like old school Doom hacking. Remember the old Christmas Doom or Beavis and Butthead imps farting fireballs and giggling the whole time? How about the Bill Clinton Cacodemons? Simple ideas but loads of fun. Keep up the glory.
CrazyJerick
John joined
This member has provided no bio about themself...