Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)
Usually I'm all for more detail, but in this case, that would likely result in just too much, oddly. It may even turn to noise, with it being on the side of a weapon held at an angle. I'll say that I'm happy with what its at atm, and that we should move on at this stage.
100,000 hits! Took long enough lol! :p
Here is a very, very early tease, with no screen effects/movement and no animation blending:
Yes, because there are no doors. That shot was taken in an SDK map used for testing scales, movement etc.
High praise indeed, thank you. Why don't you give our coder a message, I'm sure he would love to hear from you:
It's the variant that will display in woodland/sand themed levels, that's all. We decided that, in this case, we didn't need a separate texture for these two on this weapon. The snow version obviously has much more frost on it. The hands will still be themed to the location even if the weapon isn't, and other weapons will change (for example the colours/camo on o37) but if it's not needed we dont need to make more work for ourselves.
Aye, but it's from my mises. She wanted to thank you. She was pleased... Several times.
Heart breaker :(
You will like the next stuff, its sexual... In a totally... Metallic moving way...
Attachments have been planned (and done) for ages, so yeah, its getting a bit chilly around here :
Thats a pretty famous pic of UE3, so I would assume people would know, but yeah this is the internet. I may update the pic and slap a UE logo on it.
Gamecode is a long way off, thanks to nobody wanting to help on the project, so you may be waiting a while.
Its almost like I used an already existing pic as an example of what the effect does...?
If you can call it single player... I have plans that IF this releases and IF its liked then we could always move onto a new project OD related, seeing as the engine is there, but it wouldn't be "single player" as such, more a coop focused story mode of sorts.
It will suport custom content and maps of course, we feel its insane OT to support those things these days. The game is 100% multiplayer, at lease THIS version of OverDose is.
Wasn't mine, have to say. Every single pic on ModDB is "By Gavavva" because its uploaded by me. No need for the undertone Atree.
Because with everything we have shown, you really think we would be so stupid as to do that? Of course its normal mapped.
OverDose is in no way shape or form related to ET. Unless you count the Nazis. But they just work on the team.
Its a game, you either have rain hitting the door, or you don't. Its all the same surface. To split it into multiple surfaces makes it more expensive, and at what cost? ATM the scene loads in less than a second for me. This is a UI scene, for the background of the main menu. That means everybody loads it when loading the game. If I keep adding and adding and adding, sooner or later we are gonna be left with the problem of people waiting minutes just to get into the game, which lets face it, nobody wants.
As of right now, the menu system all loads in 1-2 seconds. THATS GRAVY. I know full retail game with dev teams of 100+ that cant get simple 2d image UI's loading in less than 30, and don't get me started on the videos, too.
Quick and snappy. The real juice will come from in the actual game, mark my words.
Its a menu... I think some of you are forgetting that. Its an alpha tested sprite.
Weapon textures REQUIRE that the normal map be made from a high poly source mesh, and that the diffuse/spec is made with this in mind. Otherwise they will end up looking rubbish. Its far easier to make level textures. Unless you mean you cna do old school diffuse only stuff, which to be fair wouldn't work in OD.
Its a game. Its also a UI scene, so I can't use things you would expect, particles and the like, its all hacked model surfaces. I only have so much memory to work with before it takes years to load and chugs, defeating the point.
Heres a changelog so far:
-Added green lights to the marine near his chest/wrist so cast some dynamic shading. Not sure why I forgot those in the first place.
- Changed the blood pool on the floor to be less pool and more "dragged".
- Re-worked the dude texture so hes more bloody, more beaten up, also shows on the normal. The space I have to work with is tiny for this to keep file size down, its not like the player model.
- Removed dudes left wrist, cut it off, and stuck it on the floor near him, made it whiter obviously, added blood and stuff to it as needed.
- Changed the light above the door to a rare random flicker, added flare to match as well as light.
- Changed light inside open doorway, now pushed back further but also added alpha tested character shadow of people running that randomly streaks over the screen in that room, making it look like theres action going on.
- Various other little tweaks etc.
- Add more surface impacts for rain, there isn't enough atm. More ambient stuff.
- Change all the surface materials to a "Wet" effect. Waiting on shader.
I knew I shouldn't have uploaded that video so soon.
When its done... We are back down to three people working on it now, 2 full time, and its not easy because we still have zero mappers and one guy simply went awol for zero reason after doing a load of work and not sending us... So until we get:
At least ONE more coder.
At least ONE more mapper.
At least ONE more model guy.
...I wouldn't even expect a release at all...
This was a UI shot, and the FOV is still undecided, but yeah its likely 90 is defo out. It won't be anything as insane as CODs 65 or Crysis 2's 55, mind you... 80 is about the sweet spot.
Thats called FOV 90, and its a twat. The doors obviously measure up. I knew I shouldn't have posted this, its already outdated, what with the wet effects, foliage and ****.
It was ingame, yes. But it was staged to the extent the player model was placed there. Also, as this is a menu scene, the particle effects ingame will be 10000x better.
The entire MDR weapon range is what you would call "fantasy", so yeah.
The beauty of creative licence is that we can take basic shapes and ideas and not really have to stick to them. Theres nothing stopping us strapping a giant rubber ***** to the side of the gun, because its not X companies gun... Its our gun.
We will release the source code for the entire game and engine, as well as the tools to create all the media and what have you. It won't be as epic as the unreal SDK (No pun intended) but it will be of a huge help to anybody who wants to use the engine as a base for their own, of course. Dos boxes are so 1990 anyway...
OverDoes Doesn't, and cannpt, use real life weapons. It can use bits and things in our own style, but it can't use other peoples designs without permission. Just becuase MOD X gets away with it, it doesn't mean we can. Also, the waepons set is already done.
I have to honestly question what made you think even for a second OD would be anything like Quake? Maybe if we didn't give out any informaton, that may be understandable, but the games got several websites, frequent news posts, lots of art work, pics AND two game design docs...?
We arn't really interesting in making another Warsow.
Its a free indie title. The 360/ps3 are optional extras that we can look into down the line, but so far, theres zero stopping the game running on the 360 at least (Obviously at a lower spec).