Been a long time lurking, decided to join to making tracking/watching mods, and indie games far easier on myself.
huh if I didn't know better I'd say this sorta thing was from teragen o.o from -way- back when, unno if the program still is around.
It actually butchered the specular (hell there isn't any at all) on the last image, and the details looked great on the first image before the shader. The only one that even received a -small- amount of improvement was the middle image.
God, I'm -still- torn between preordering this or NS2, just to get access to the engines!
"Mareep, Ariados and Pokabu!" who the hell lol, why, back in mah day we had Pokemon segregated by color! Red, Blue, and Yellow ;)
Love the Tris on the corner right?
good lord, I went into a trance watching that video, I loved it to death but, wow xD
Gotta say, looks brilliant, can't wait :D
I am not even sure what you just said.
In an attempt to translate your failure at the English language; Why didn't I get UT in the firstplace! I'm a fan of Armored Core and this mod fills AC's promise to create a port for the PC. Now, sadly, UT3 is unavailable in my country and I'm to lazy to check the main page of this mod, to see it's being released on the UDK :P
Thumbs up for barrel weights *thumbsup*
what on earth are you talking about, with the *possible* exception of the floor, I don't see -any- HL2 stock textures.
'Stick' Magazines are over-rated ;) :P
I have one on a Para USA TTR ^^ looks amazing on a dedicated marksmans weapon, but terrible on your typical Assault Rifle.
You've come a long way! Glad to see your mapping, just started doing mapping myself in the UDK, takes a bit to get into eh? (yes, I know your in source, but it's similar in manner you go about creating maps) xD
Also ignore the negative comments your Locust, there's only so many ways to do a Vertical Take-off & Landing Craft, and what've you've done is on-par with the current developments in small-unit/small carrying capacity designs.
Perhaps posting up some Wireframe/X-Ray views on the Rifle would help get you some crits? That is, if you're looking for them :P
It's just his Monitor. Running a 26" LG @ 1920x1080 and I can see everything pretty easily.
Detail mapping is a bit to strong in my opinion, at the distance the character is currently standing at, the texture shouldn't be that sharp.
Amazing texture artist you guys got! Also chainfist ftw.
Looks good for a WIP, although I'd like to point out that the highest quality of dragon skin can borderline stop a .50BMG or even a round from a M19 in the right circumstances. Hell, 12g will feel like a kick in the chest but low to moderate quality Dragon Skin would stop it, to the best of my knowledge they've gone so far as to throw a live grenade under the stuff, weigh it down, and have it go off, and it -still- wasn't 100% ruined.
And as a side note, modern Interceptor Vests, when properly worn with the plates in pristine condition, can stop up to 7.62x51 on Center of Mass impacts. 12gauge, in some parts of the world (norther part of north America particularly) is the common hunting gauge for medium to large game animals. While Marines & the like tend to Train with 12 Gauge ammunition for breaching, clearing, and hostage rescue drills, in some cases 10g is used with particularly devastating results, although even then, I can hardly imagine it being used as an anti-'hardened' infantry weapon on the future battlefield.
Probably one of the few rounds that could penetrate it (Dragon Skin) would be some style of Sabbot/Flechet based round, DU core/Penetrator, for a futuristic taste perhaps a ceramic/composite casing on the shell itself to better stand the stresses of the initial 'blast' pushing the round out. After all it'd still have to be moving incredibly fast, as well as the initial amount of propellant would need to be scaled up drastically to counterbalance the weight of the DU Penetrator.
On the modeling side..
Stock needs work, although i can only imagine you'll make it taper a bit better, configure it out to be more of the classical full stock & pistol grip.
Assuming the ejection & feed port is on the bottom of the weapon? Also I assume this is a High Poly asset designed for use baking to a Normal Map? Because that's a lot of geometry/triangles to be running on the muzzle there.
exactly what I was thinking of, DS9 inspired?
seriously, you start your own mod, or rather seemingly take over a mod, and very unprofessionally start bashing other people's work? Brilliant job there.
PLEASE tell me this is sarcasm! xD Have you -seen- the rest of the game? This is bloody epic, love the work.
Youguys made me buy a HD5870 just for this mod *thumbs up* xD
Quake 2s intro level!? Bad ***. God if you guys are looking for a modeler or anything let me know, I won't be around for very long but I'd love to helpout.
Well actually you haavee...
This may come across as rather odd, but the overall fell of Aperture science (or rather, the test areas your limited to in Portal) felt..airy, light, and I hope this mod can capture the lighting & mood that set the 'feel' for that environment, but eh, either way you've earned yourself another tracker :P
God that was -years- ago xD Back when NS2 was first announced, to the best of my knowledge, it was supposed to be a HL2 mod :P I think that's what he's talking about.
Always wondered if the 'legs' where curled due to bones or they happen to be modeled that way, nicejob!
"The Glave" Anyone? ;) :P
So I assume you've played this release then?
Honestly wasn't the 'first' release declared Late Alpha/Early Beta -anyway-? I mean hell, if you look at 90% of the games on the market, from Alpha to Finished Product, they go through unimaginable shifts.
Hell, Halo was an RTS for the Mac & Half Life was about a character that looked rather Space-Biker-Ish.
So again, I must ask, have, you played this release? Because the gaps between releases, tend to cause dramatic changes in both gameplay style & mechanics.
To the Orion Team/Spiral Studios, looking forward to the release guys!
Oh and P.S. - Kickass Soundtrack.
Ah Metro 2033, and of course Call of Pripyat, both amazing games. Are you playing with any mods on COP? (Meaning you personally, not asking for an official endorsement of any of them :P)
Really glad you guys are keeping us updated, personally (having recently started working with a studio myself) I can understand waiting on other people, (even if typically I'm the person being waited for xD) and it's great you put this message out to let the community know what your doing officially.
So what are the future plans (for lurk) beyond this upcoming release of LURK? Will we be seeing a CoP port, or will you continue on with SHOC?
>>; keep getting "oooops!" on *every* video I click!
Might wanna increase the fracture by 1-2 slices on that board, I know its all early (and looking amazing even for early stages), but your dealing with (what I assume) is a Single Player Only game; so the freedom you have to use lots of props/effects/static meshes is way higher in most cases.
They ate the bloody grenade and was STILL HUNGRY FOR MORE xD
And I'll give you a hint as to why probably; Space Marine. Amusingly enough I love GW to death, but from the trailer I saw of Space Marine, -this- actually looked better!
Rest in Peace.
Anyone else find it funny that a AAA Grade Project get canceled, but pieces of crap like UT40k are allowed to continue because it doesn't pose a threat to them?
Ack' the Karak is growing them dwarfs a bit big these days eh? xD
Dwarfs are NEVER fat. Infact if you look them up, the sheeting of their musculature is simply denser, and layed out in a different pattern. They aren't 'miniaturized' humans, while the organs are the same the structure isn't while the base principles of the muscles are the same; the layout, isn't.
So in reality, a 'frail' looking dwarf is a bit..odd, unless your going for LOTR, but we won't talk about that :P
Anyways, Great Job! Far better then anything I could've done.
Actually in some cases I've picked up ammo crates, post-military and in private collections, that don't have -any- identifiers :S Personally I count it twords wear, but, still.
Great job guys! Love the texture.
This would be everything I need, instead of having to download all of the other releases I see here in the Downloads area?
Brilliant job, can't wait to play this. Glad you guys moved to the UDK as well! Honestly I think for U3 Devs, that has to be the way to go.
Been tracking (for a whole three days! :P) but brilliant job, love the (even though you label it as WIP I see it as perfect) Sculpt you have posted up, keep it up!
BW is OP in the current patch; but classically the WP was pretty damn badass :P
My god a update for EYE :DDDDDD
Hrm, if this comes out before the new LURK Patch (or CoP) I'll give it a go, or just use it to tithe me over till LURK -is- patched :P
They released 1.5.10 (recently I'm assuming) Would this (1.5.09) be better for comparability with Mod(s) reasons, or should I go right to 1.5.10?
Probably another Dawn of War Only warhammer fan; not understanding, Imperial Guard come in a near infinite amount of variations :P
..And even then I gotta ask the same question, seriously what -is- wrong with it o.O, the chest plate perhaps? No that would change based upon the troopers weight, Boots and shoulder pads? Again weight/style, and even then they look pretty darn good.
'Nyways, good job!
Edit; Perhaps he means proportions? I mean this image, lies a little bit in the sense it makes the IG feel identical in height to a Space Marine; But that could be perspective/angle, and it could also have to do with the bone structure of how they built it, hell if I know lol.
Flag icons feel a bit..squished? Other then that its great ^^ can't wait to play
Actually WH40k Fluff says its projected onto the 'back' of the retina (not sure how that works lol) and its only the more Advanced targeting, or Tech Marines, that would have a 'HUD' so to speak. Everything else is Psycho-Indoctrinated triggers, that when preformed that display small, minimalistic cues onto the eye itself.
Atleast, that's how I understand it.
However, Targeting Systems (Heavy Weapons/Devastators) would have something like a 'crosshair', and targeting system as you see in the start of DC.
Remember, even though they are space marines, they are soldiers, not cyber warriors, the bolter has about as much of a crosshair as a M16 :P
I believe the only chapter that would probably out-right have Aim-Assist Targeting, standard, would be the Iron Hands.
Because! It shows how much of a pain in the *** it is :P
While I'm not a huge crysis fan, this looks great, along with all of your other screenshots of the mapping work you've done.
Although the foliage to the right/bottom corner, looks a little strange, something along the lines of reeds/marsh-grass I assume?
wow, just, Wow.
Quick question though, is -all- of that, actual polygon work, or was some of it done with Booleans? Either way, brilliant, brilliant work.
Very, and it also looks badass :D
Well I think the point is (while Source/HL2 doesn't have perfect bullet physics....okay its majorly lacking) it's not 'quake'/'unreal' (<3<3 Quake III) in how it handles.
Just uh, no HaloCE/Q3 shotgun = insane accuracy at distance please? xD
Edit; Was not aware they were called Railroad Stakes xD nvm!
Edit 2; also could be called a railroad 'spike' as well lol.
As I said, I wasn't trying to be overly harsh, just offering my opinion.
Can we see the reference? It looks a *bit* more like the Original then the A1 Series.
I take it this is from a WW1 Model? Most of the weapons have 2 Pins in the handle, verses the Three you have there. If your referencing it off of a Pearl Handle one, it'd be better to do the 'center' dot shall we call it, in the texture and normal mapping.
Also from this viewpoint, the slide is continuous against the barrel. Flat, instead of a movable part. Safety catch on the slide is also missing; the 'thumb' for the clip ejection would be a cylinder with a textured/beveled head.
Rear bottom of the grip (the 'wooden' or 'pearl' part I guess you would call it), should flare out a bit more. The hammer is a bit more 'PeaceMaker' in style, the 1911 has more of a thumb-spread to it. Also the, small 'loop' you have on the bottom there, runs angled -with- the rest of the clip/butt, while yours juts out at an opposite angle almost.
The 'slope' of the slide, ie; the sides, are a bit more 'boxy' I guess would be the term, while its not a complete square, it is 'beveled' (for lack of a better term), verses the smooth, all most round as you have it.
Ironsights should be based off of a 'dot'/Cylinder, with two forks coming out of it, lining up with a single extrusion on the end of the barrel. Front of the slide should also be stepped back a little, to allow for the extrusion of the 'barrel'.
While I understand the viewpoint *is* limited in this render, some Wires and a better view of the object would be better to post up.
All comments I've made here, I really mean constructively. And I hope no one takes offense. Modeling is tough, personally I suck at it :P, but I hope this helps.
Deactivated-guns.co.uk - Reference, might come in handy.
Leave it go for a little while, they are simply showcasing the units they've made, the backround is clearly still The Wastes, but seriously, I'd love, to see you do any better.
Good job guys, keep it up.
Although; might just be me (used to the miniatures a bit more these days), but, is it the Spec. map/lighting or something that is making the green really deep? Or is there a shading effect, like some orks will be that deep deep green and others, more of a WAR (Warhammer Online/Age of Reckoning) green-style?
Well from reading that, basically they spawned through bio-morphing out of basically ****/feces, similar (and drawn from) the Tyranid's BioPools.
"Squigs naturally grow and breed within the cesspits of Ork settlements, subsisting on Ork refuse"
Instead of it being hair, etc, it would basically be the ork toliet/trashbin :P
I gotta ask, were is the source for that? I haven't had a chance of skim Ork rules or anything, but that sounds more Tyranid then Ork.
Also isn't that like, the third or fourth time you've asked that?
Can you say, bad-***-combat-shotgun ftw? lol
Not a scope, its an ammo drum if you look.
I fail to see how you get away with saying 400 isn't bad for a "gaming PC" I built mine, with some rather handy deals from newegg & tiger direct, that runs crisis just fine on medium and with minimal loss on high, for about 250-275 :S
Also; its basically impossible at this point, to the best of my understanding, to run Crysis on the 360. Simply put, the 360, doesn't run mods at this point. (Or probably ever, <3 you Tuesday Update for killing Free60)
As per the PS3, I believe, believe, it has been showcased running mods correct? But I believe, those are only for the Unreal 3 Engine.
Your concept, is rough around the edges and very ambitious, I wish you well, all be it I also want to say this might be something you want to put on the back burner, till you have a slowly built up portfolio and skill set in Modding/3D, etc. Granted, I know I'm not one to talk considering I only have a minimal set of Modeling skills, but you have to understand the...monumental amount of work you have listed there.
Also gotta ask, were did you come up with the idea that creating a great mod, would lend twords your being hired by a game studio?
Yes a, "great" mod would help this, I'm sure, but hardwork by the individuals; not necessarily because of this mod, would earn the person that chance. Bluntly put, not all of a 'team' dedicated team would get hired, if any at all.
Boiled Down; In my opinion. Get a team, pick a smaller project, and work on this on the side with afew or all of those team members. Start small, dream big.
I gotta ask, what is the difference between this, and Copes Defense Mod? Is this one simply heroes, and Cope's being Squads?
Very, very nice, but if I may make a recommendation (and this is just my opinion), shortening the barrel, and changing it's classification from an Assault Rifle to a PDW (Essentially an AR, in the SMG weight range.), I just think with a properly railed front (like you have there), beveled down front (http://unlimitedcallofduty4.webs.com/g36c.jpg G36C as an example), would look brilliant.
Anyways, that's just my opinion. But either way, model looks great!
Can I just say..YESYESYESYES..Yes.
Might wanna hand-paint the specular maps, or even use some photo-realistic desaturated textures, set to multiply/overlay at a low opacity % ontop of your current specular map.
Because amusingly enough, as I've learned, the Specular Map actually adds a good portion of the depth you see on most modern meshes. Yes the diffuse is 'detail' but the Specular makes those Details Pop.
Model itself is great however actually!
Moddb.com Read that. *rolls eyes*
Hah great to see this is still alive! Was getting a bit worried since GW/THQ/or -someone- sent the other UDK/Unreal Engine WH40k Game a C&D letter, brilliant model too btw.
hah that sucks man! <3 online backups (specially drop-box)
How's the project coming?
Hey man, sorry for the lack of updates here :S I don't really have any production-grade work finished :P Have to basically re-learn modeling from the ground up.
Other then that, pretty good, you?
You, understand one is inspired from the other, right?
And that in-fact 'gothic' Medieval styling didn't come to be known as such until the early Victorian era, so, technically, like vikings with horned helmets, 'gothic' is just a romantic ideal created by the romanticized minds of Victorian era Writers & Artists, that in future times, became classical Goth-Elegant (Or rather Victorian/Steampunk Goth), not these pouty-eyed-look-at-my-hair-Emos we have today. :P
But yeah, Shrew did a wonderful job, and the gold really sets off the blue.
Youknow what, I loved how this was going, and the attention you sunk into both the community (as small as it seems to have been) as well as the project itself, was and is astounding, I think I'll track the studio you've made just to keep an eye out for your future projects!
Yes, before anyone says anything; this is without ikhandles :P
Download appears to be Dead :S And I just reinstalled COP for this >>; *puts disk back in its case*
Wow, brilliant post there. /sarcasm.
He answered your question. The game cost 29.99 USD, there possibly will be a Demo (don't quote me on that, I don't work for them :P), but no 'free' version unless you intend on pirating it. And to be frank, 29.99 isn't -that- bad for both the game *and* access to the engine. Honestly I'd pay 29.99 to just use the damn engine to play around with :P
..Must...Resist...FIRE TILL YOU SEE THE GLOW OF MA BARRELS
Wow, just, wow. Will the hands & weapons be receiving texture upgrades? Also, will the mod be compatible with the Fan Patch/Unofficial 6.9 Patch?
UDK Releases don't work on the PS3 as far as I know; I'm sure someone will correct me on that, but yeah :P
The reason UT3 Mods worked on the PS3 (the few that did as far as I know) is simply that; they where Mods. The UDK allows Devs. to release their projects as Stand Alone Titles.
the Little Black Rifle* Due to no one knowing its name in early Vietnam Combat Trials.
I've only recently started working in the UDK, but even I can see the insane amount of time and effort you've put into this project, great job and I can't wait for a release to try out.
..This was source engine, or was some douche just putting that up there? xD
"Meet the Tank: T-Tex" a play on the words T-Rex and Tank, or a simple mistake? :P
And you guys don't gotta sell me on buying it, always had plans to *thumbs up*
M14EBR* :P Looks great however.
I gotta ask, if/when/are you considering adding custom sprites, instead of using whats provided to you by the RPG Maker? I can understand keeping say, the buildings, the ascetics would be a pain to match if you started jumping around with different sprites/tiles, but the characters themselves are stock; and as far as *I* know, you can actually import and setup custom character sprites & animations.
I understand the urge to tell a story; and that a game should be based upon solid gameplay and storyline, but for someone who grew up (ages 11-14) playing with the older RPG Toolkits/RPG Makers of the world, the look is stale, and anyone who -has- played with these tidbits of software will actually discount the game itself for using stock graphics (and I've even seen in some cases, discount the game as a whole for simply using the 'engine'/software.)
Don't get me wrong; its very clear your intention is to create a decent game, with an involving and driving story (although I can't say I've played any releases of this so, I won't judge the quality of those aspects :P), you might wish to pick afew other engines to learn, -while- working on this piece.
I'd recommend using, if graphics aren't an issue, the Neverwinter Nights Engine; create yourself your own module, keep it on the backburner and don't show it off till its ready; and the community will embrace it. (However it using the D&D/AD&D Ruleset might be a bit of a pain I'm sure, but again its just a suggestion for an engine upgrade.)
Although I've only played the demo (and I assume it'd be taboo for me just to judge it off that? :P)
The game has..promise, personally I'd love to see a cleaner GUI & Interactions in the GUI don't seem to really jump out at you, ie; when your at the merchant, it takes a second to realize the layout of your interface (characters paper doll in the center, inventory on the right, shopkeeper/'tailors' inventory on the left), although I suppose that isn't terribly bad.
I enjoyed what I did play of it; the gameplay mechanics are there, but the GUI feels pre-1999 almost :S Perhaps Triple A titles like Neverwinter Nights 1/Diablo/Torchlight/Lionheart have ruined me for this sort of thing however >>;
UDK comes (atleast the most current version) with the Robot you see there setup pretty commonly. Hell its even in the example map behind the wall you blow up using that demo charge.
Soo...I take it the chairs, tables, and those weird dishwasher things in the background are -actually- created with the Geometry Brush and then just textured with a simple material? Kinda works, I guess, although you should mention to the mapper that you -can- convert simple or even complex brushwork into a static mesh pretty quickly. Then you could (theoretically, I have no bloody idea how you'd get it -out- of the UDK but, bear with me here) take it into Blender/Maya/3DS and get it cleaned up/use it as a basis for scale.
Anyways its not..eye bleeding, I think, although that -would- explain the blood I'm seeing...
yeah I suppose your right, I mean its basically the Quake 3 Engine right? (in reference to EF1) From what I've seen, its spawned a plethora of other engines/modifications to the engine, and still has large base community of both gamers and modders.
Again though, great job guys, can't wait to see the mod in full :D
Why the heck didn't I see this before...Bloody Amazing job everybody, +tracking ftw
Gotta ask though, why EF1, not EF2? Better graphics, and as far as my understanding goes, just as 'easy' (if you can call it that) to mod.