Amateur Game Developer seeking to enter the games industry; having worked in the Source engine as a part of multiple mod teams for several years, I have moved on to working with the UDK and Unity engines.
That's not exactly fun to watch being coded in though, is it?
...just out of curiosity, why does the molotov viewmodel still use the HEV suits?
You could probably solve the 'invisible :' problem by reversing the gradient, so that the colon is on the darker side, allowing it to stand out more.
I'd call it as being between Neotokyo and Out of Hell, personally, simply for the amount of work gone into the visuals
Can't you just use the channels tab in Photoshop for that? (Just select the 'blue' channel and fiddle away...)
And why the toilet?
Yes, but there's a scale of magnitude between TF and TF2, DOD and DOD:S and CS and CS:S. It's (exactly) like comparing HL1 and HL2. Several years, a new engine and EVERYTHING new from the group up save a few base ideas. The difference between L4D and L4D2, as far as we can tell right now, is not so huge.
I always thought it would be best to have the mouse control the camera, ie where the mouse points, the camera faces, with the controls being relative to the camera orientation. The only thing I managed to do with the camera ingame was zoom it in and out. Also, there's a bug; when you press Ctrl, the balls stops moving period. If it's on a moving object when you do this, the ball will hang in mid air and things will just pass straight through it.
First off, Whirlwinds! Pictures cannot describe how frakking awesome these things look ingame, but they shall try (or, to put it another way, I put a load of whirlwind shots into the gallery. The entire scene is staged, of course)
Second off, Imperial Guard! I've decided not to use SpikedHelmet's guard - this mod was mainly made for my own enjoyment and for the experience, and I'd rather make them myself. Also, I didn't put any pictures in. Please don't damage my person.
Third off, Nurgle! The 'march of Nurgle' shows the effects I put on the Plague Marines to give that 'I've got AIDs, Cancer and TB in one!' look. There were a few amusing bloopers from the creation of said effects. One of which can be viewed here: Uploadthis.co.uk
This never was a really serious mod in the first place. 0.4 had Rebels and Combine running around in Victorian England, remember?
Screw nukes: we have blimp-based KillSats that redraw the map when fired. We need no nukes! :P
Yeah... when I made the original model, I was doing it for fun and using BattleTech stuff as a reference. Never expected Argh to actually use it. This is a heavily modified version too: the original looked even MORE battletech!
Ack. Not fond of the pointy cliff tops. They shouldn't end so abruptly!
This is most awesome!
Death and bomb threats? Why the hell would someone send a modding team death and bomb threats?
P.U.R.E. stands for Purify, Unite, Reclaim, Exterminate
Yay! PURE's on moddb!
I call April Fools!
Irony: the world's most favorite weapons are not actually intended to be lethal.
(Please note that I consider this a good thing)
Of course there aren't. This is a Metroid mod sans copyright issues!
Whoo! (I can see my transport thing in there!)
Nice idea, but it's a shame the mapping really isn't that good
Trenchcoats and Spring just don't mix, unfortunately
Joop render? Shouldn't that be *Jeep* render?
You really should put some media up Spiked, it's not like you're lacking in that regard...
Any ingame pictures?
Also, looking through your gallery it looks like at least one race uses harvesters ala CnC. I should probably warn you that, unless you make some mod-specific maps with lots of reclaimable stuff (which can grow back, in theory, with the next Spring release with all the LUA stuff in - but that's a way aways yet) your mod will have a lot of trouble.
By the way, this mod died some time ago:
Cadyr left the modding community
This isn't an RPG...
By the way, we started closed beta testing around two month's ago - I've got to stop forgetting to update this page...
Grah! I keep dying on the first mission
I get to the vrock studios and some berk with a shotgun shoots me dead instantly
Also: I've finally gotten around to adding neddie to the Team Members thingy (sorry about that)
Also: Forums! Moddb.com
I should probably mention that the wicki page on the Spring site is a little borked - for some reason I can't login there (I'm not banned, it's just Firefox being pendantic over something or other). So don't go to that looking for info.
In other news: I've updated the gallery with new pictures that I'd forgotten to add earlier (oops).
Stop looking at me like that!
Also, Spikedhelmet, who has his own WWII mod (also for Spring) to run, made pretty much the entirety of the Imperial Guard in one bored-or-drunk (you can never tell with him) modding spree. Not intending to complete the project (due to aforementioned WII mod) he has send me all the relevant files. So most Epic Legions modding is centered on getting them to work alongside the others. You know, the usual frakked up mess that arises from trying to mix the content made by two different modders - scale differences, duplicate weapons, the fact that none of his models have any team colouring and are about 2x more detailed in terms of polygons (rather unnecessary, really, but nice) and various attempts to optimise scripts (ye gods, walk scripts are *horrible!*)
GMN here - I did the modelling for the NH2 project. If you ever need anything, drop me a line!
...even the laws of physics hate Rochelle.
I admit, the Ikaruga NO REFUGE screen made me laugh.
Looks to be an interesting game; love the style!
With the exception of the one after this that's half textured, yes. Aforementioned half-textured one was based off a concept on DeviantArt
You should have seen the initial prototype. The only thing keeping this from being a literal blender is the lack of gibs...
Nice animation! How'd you pull off the two handed stance? That must have been a pain to set up...
Hmm. Whilst each texture is nice individually, I really don't like how they go together. It looks like they're two completely different types of rock; one black volcanic whatever-it's-called, the other normal, if rather orange, sand. They just don't blend well considering the 'sand' would be in reality just a ground-up version of the cliff; meaning either the sand should be dark grey or the cliff should be a sandstone-ish orange. There's also a bit of tiling on the cliff texture (looking at the background cliff, there's a horizontal stripe of darker rock), the displacements are a bit pointy and the rock models look out of place. I'd also advise you use a $blendmodulatetexture - Developer.valvesoftware.com - to make the sand/rock transition more natural rather than a linear fade.
Besides that though, it's an excellent start! Put something on the background cliff maybe, as it looks a bit bland and it's a bit too obvious the map ends there, and you might want to add more colour / brightness to the environment light, but it's definitely a good start. I know I'm sounding kinda harsh: I'm just nitpicking :P - what you have is good, and it has the potential to be awesome ;)
Keep at it!
I really wish moddb would send me an email when someone comments on my profile. Sorry I missed out on you guys.
I'm working on a small mech project for Spring, doing general modder stuff for Jailbreak: Source and I'm the modeller for the Nightmare House 2 project.
I think the main thing is that they're too clean and intact. They don't look like people dragged some wrecks out of old battlefields and welded the bits together, they look like the pieces have been dragged off the production floor and glued onto each other. Especially in the way that they still have their old Imperial/Rebel colouring; if the pirates didn't bother to repaint them, they'd still have their old battle scars, and if they *did*, it would presumably be a more uniform and distinct paint job.
I'd also make a mention on how all the pieces are oddly 'fitting together'. Considering they're coming from two distinctly different factions with a mix of distinctly different craft, the fact that everything is slotting together at perfect 90-degree angles is really... weird. Given that aerodynamics clearly isn't an issue here (Vornsykr, X-Tie, I'm looking at you), you could afford to mix it up a bit. For example, why not stick three or four Y-wing whatever-those-things-are bits onto the TYE_Ugly instead of two at perfect 180 degree angles from each other? You'd also expect some more 'unique' parts where the pirates have had to improvise, especially around the joins.
Long story short, these things look like they were factory produced to look like that, rather than literal kitbashes from bits of space wreckage pirates have found floating around.
Just a bit of advice; tone down the bumpiness of the snow. Normally snow is quite flat rather than wrinkly, save when collected around areas or churned up a lot. Long story short: make another texture for 'flat' snow, blend it with the wrinkly snow and apply; where the snow has fallen untouched, it should be flat. Equally, more snow would build up in the shaded areas where the sun can't warm it up. Would just look so much better; the map's looking pretty awesome as-is, but the snow detracts from that quite badly.
Finally: more snow on top of the trees, and unless every plant there is evergreen, shouldn't most of them be bare rather than sprouting leaves?
Look up pictures of Moscow in winter, you'll get an idea of what I mean. Excellent work otherwise though!
The head reminds me of an Evangelion for some reason. Like Unit 02 with only two eyes.
Irony is, I haven't actually seen that.
Ack. Snow textures and possibly the environmental light in general needs some work here. Texture wise is pretty easy though, just use the systems Valve implemented for the DOD:S snow maps:
Don't think your fog is quite matching the skybox either. You aiming for a 'foggy morning' sort of look? Seriously, if nothing else use the $blendmodulatetexture thing, it'll make the dirt/snow transitions so much better.
Only downside is the obviously default-posing ragdoll. Other than that, awesome.
what I'd like to know is what that cloth is meant to be hiding. And why it has only four fingers.
Who won that one?
Can you say... "Whoops?"
Why are all the cars white? Are you planning to use the same tint-map system as L4D?
That is an AWESOME picture. Who drew it?
Not quite. The water texture will have a lot to do with it. Developer.valvesoftware.com - I think you need to fiddle the $reflecttint or perhaps use a darker fog (I'm not exactly an expert)
Is the 'white waterfall' coming out of the statue a shader bug? Even if it isn't, might want to tone it down...
(Modeller speaking) The original version had simple hands. The idea being that it would stomp around and generally smash things Evangelion style (but with less mind screw). That proved infeasible however, so Argh glued some guns on.
It's an autoshotgun
No, that's definitely a custom one. Nice work, whoever made it
CZTA is being moved back to the old TA engine. For a little beta test type thing, see this thread: Tauniverse.com