I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
Yup, he's still generic Joe in this picture. Your new characters are a lot more interesting.
Funny, I could have sworn I commented on this.
I like how they are not generic looking and don't have symmetrical faces (mirrored textures). These are the actual ingame models right? Your description lacks that info.
It's an HDRI based renderer, so it has to look real. It uses the lighting from a high resolution photgraph to illumintate the scene. No telling, how it might look ingame...
Lol what is happening ^^ Looking good, albeit extremely clean.
There are some really cool models here, but again a problem of grounding it in reality. In reality only one of all these lamps would still be working and it would probably be a dirty, low intensity light.
Sure it looks good with lights on the ceilings, but these would have been the first to come down. They don't look retrofitted to me, but if that is the case, it should be made visible, e.g. by cables running to generators and makeshift construction to keep the lamps in place. What is this place even? I always try to figure out if it is some kind of underground structure or just a sort of run down industrial complex. I like the atmosphere and look, but it would be best to have a clear idea of the area you are creating, or it will look unrealistic in the way things that are put together making no logical sense. Even if it is subconcious, gamers notice such things and realize something is amiss.
Sooo - Unreal 4 is free! Will you switch to the better engine? Have you tried it? It feels like UDK, except everything is much better ^^ and free again!
Yes Unreal Kismet is to blame. Or has to be...right?!
The problem is neither this game, nor Chivalry use Kismet scripting. This is Unity Engine 5 with glorious realtime HDR lighting and some of the bugs that come with it. Whatever netcode they may use has not been made public.
Not on Earth? This game sure has come some way since the first screenshots that placed it in a kind of outdoor/exploration context. It's the first time I hear this is not taking place on Earth. Be weary about changes that may be another game or that may just be inspired by another game you like.
WWII propaganda must seem like pure infotainment to you then.
If it was meant to inform you wouldn't have needed to show money showers and imply that the guy got insanely rich. You evoke the image of the greedy modeler jew, who stole all your gold. When in reality, he is probably a guy struggling with making money of modeling and getting hired and tried to put some of his prior work to good use. You might have ruined his rep on the store for what exactly? The satisfaction that you can call some models exclusive, even though you never paid anything for them at all? Your motives seem unclear to yourself, if you believe this video was informative.
I love all the generic replies here. Indeed, good chaps. Jolly ho', don't let it bring you down! Keep the faith. It can only go up from here. You are doing great and this guy is clearly the devil. Well done!
You all act like a terrible thing happened. It didn't.
So the update is no update but a rant about a modeler trying to make some bucks with work he produced himself, to a great extent? I mean, you have my sympathies, but I don't think it's wrong for a modeler to sell what he created. If the people who created (some of the) textures were still on the team (I doubt it) they should have been contacted first in order to figure out a deal. If they don't care or moved on, good for them.
What I can't stand is the whining about stolen models from a project that had no real updates for years. It's better someone uses them at all, imho. Modeling is a hard life and if you want to sell on Unity store, etc. packages of models will sell better than single ones. In fact, sometimes only packages of several models are accepted. Finish the mod, you know you got kickass Dinos and animations, no matter who else uses them.
As much as I'm getting tired of seeing the same environment over and over, I have to say I totally agree with you! The expectations from users are ridiculous, these days. They can't differentiate between one type of game design and another. Nobody realizes how much work it is to make quality assets and more so - quality materials. In AAA productions, they usually go the extra mile to make that model more appealing; the labor cost is high and the win is marginal. That's part of what Carmack meant when he said the few things we gain in visual fidelity aren't worth the amount of work put into them, these days.
However - I also have to object!
You are trying to push the envelope with your version of the engine. It looks good, but not fantastic. I can make a better looking scene in Unreal 4 with simpler to use tools and a much better workflow. So it stands to question what you want to sell the most, the visuals or the gameplay; to me it seemed the latter. Telling us that big studios have a thousand employees or more should just make you realize you are aiming for the wrong goals with this development. Visuals that's something us indies can't compete with. Development of new methods to do old things better is just to rapid and volatile.
This post is meant to explain to you, how people like Dre@meR's preconceptions about game visual come about; they take the highest end graphics for granted these days. They assume creating games is easy with a good plan. They assume technology stays the same more or less. That's one of the reasons why I'm in doubt if I should continue working in the industry. It seems like the rewards to all gamedev endeavours today can only be money. And that's just not why I'm in it.
This is a kind of heavy atmosphere I would connect to a very damp, warm place. What I never get about fog volumes is why they can't be gradial. In a real situation you have all the hot damp air up in the room, all the cooler, clear air below it. The fog volumes/particles however are always evenly distributed which creates the kind of "after-shower" effect.
These new textures give the room a whole different vibe. It looks more "brown", y'know like stuff used to look then. Not so lively colors, oldschool patterns on cloth and the whole yellow/brown look of floors and ceiling tainted by thick cigar smoke!
This looks really good for ingame! The lounge and boiler room are my favorite parts of the ship so far.
It has no shadow, it is hellspawn!
Yeah, there is says it all. I tend to read your descriptions afer you notify me that what I am looking for is in your description ^^
Yeah okay, makes sense. Original fotos = original look/designs. Still cool ^^
You have a private leak -^? Wild stuff!
Looking good guys.
So this game is gonna look really superslick and clean, right? because a lot of what I see looks fabric new or has hardly any wear. This model look a bit empty, but I guess it's WIP.
In my country the square Batteries are called "9 Volt Block", maybe this is a reference to that kind of battery?!
How do you actually get the photo reference for these textures? It'S really nice looking!
"Awefully placed door" ^^ I like all the descriptions, giving stuff fun names is the best part of development.
The greatest thing is that you kept it going over all those years. Congratulations!
I'm kinda struggling with modeling at the moment, because I am doing a piece that is way too big to see results in a couple of weeks. Then I look at this project and think to myself: things like that don't get done in a few weeks, either. It's a great inspiration to see you pushing this game and the models you made for it always look great!
How would you know? do you think the prosthetic arm is an in-game model? No - it's a render, and yes it looks good. RPG's don't need to be that detailed, because you aren't close up. And I'm also sure the game will look great, but don't go confusing beauty shots with realtime content.
There is something wrong with the lighting in this game. You have sharp shadows everywhere. Underwater you get soft shadows, nothing crisp like that.
I don't have Episode 2. Is it required to play the mod (I thought most "mods" are standalone these days). I installed Source SDKBase 2013 SP, but your mod is not showing in my game list.
So, I uninstalled Steam and also reinstalled my network driver, because that seemed to cause my game crashes. Everything works fine now, as far as my games are concerned. As far as your mod is concerned, it is still not showing up in my games list.
Could it have something to do with my language settings, perhaps? I didn't have any problems installing NMRIH or FOF, but your mod doesn't show up, no matter where I put its' folder. Shame, really, I'd like to see it.
Why did I have to think about South Park first, whyyy?
Will there be "cat enhancements", e.g. better vision in darkness, impossibility to receive fall damage ^^, etc? I also think you should have a night map and brawling for territory with other cats. I don't know, perhaps the game has such features planned anyway, I'll have to check.
The jump animation needs some easing in and a bit of weighting to give the feeling of momentum. At the moment the jumping looks a bit like playing a platformer game.
Is the material unlit, but emissive? If so you can just turn down the emissive power and instantly have fewer stars. I have kinda become a space/star specialist with my current assignment. I had a similar looking sky at one point.
It's actually incredible to think that probably the entire night sky would be white, if these stars all had the same intense lighting. Seems there is no darkness in space, just not strong enough lights ^^
I think it's a problem with the post-processing that the moon appears blue. It looks interesting - but alien. The moon ist truly more yellow than white.
The view and perspective here are very nice!
I wonder how they got it on top of it.
Makes me wonder if all birds float, given their bones are light and all that.
On the next picture his cape gets stuck in the rear wheel.
Wow, you French need to learn English, if you are going to use the internet. You are talking about vertex baking! There is actually a word for it! And it's not the one you invented!
Nathan Drake's Highpoly already had 37 000 Polygons, Infamous second son has 120k, Ryse 80K.
So it is possible for engines to display these amounts of polys in realtime, but the polycount is mostly due to tesselation. They are used in cutscenes. It's not necessary for the normal model to have that many polygons.
As for aggressive: I get aggressive when people write very importantly sounding stuff that is completely wrong.
I love tracking games that I don't understand ^^ Seriously looks interesting, but I have no idea what was going on in that prototype trailer! I will track you and find out ;)
It's hard to rig hands, but you need to work on the weights on the fingers some more. They don't look right and if you want something right in a game like this, it is the arms and hands.
But the character looks awesome! Smart move with the cool helmet,saves you the face modeling and looks cooler. Nice textures too!
Reading this makes me think the banks and Amazon are best off. I want to be payed for doing nothing too! And at the same time Amazon exploits its workforce with bad wages. And the banks exploit everyone.
Hey - integrate that into your story! ;)
I like After Reset! Nice art, though some heavily borrowed (Terminator 2 anyone?). I really like the font you use on all your assets.
Nice to see you found a support modeler. Your own work is always great to see! It's getting finished from the looks of it. Good job!
Lol look who's here. There is Amir, the genius terrain wizard. And below him is Aaron from the awesome game "Routine". And then there is the awesome Mr. Singer above, who I yet need to find a project to share with. Maybe this year Singerman, maybe ^^ yeah!
It's a really nice model. Can't wait to see it in-game.
Do you actually bake down these models onto a low poly or do you just clean up the highpoly and use that? Because damn, those models have a lot of polygons! However, they do need them!
There be wale bludd in the water?
Problems are indeed a bit random. Why do the damged shells get detached? I still don't understand it. I wonder how well procedural damage and state of the ship (seaworthyness) go together. Wouldn't it be easier to make a few points of the ships destructible (masts, hull front, mid, rear, galley, etc) and then link that destruction with the ship state? I mean it would be awesome to actually have damage exactly where the cannon goes down. It will look more unique, but its a simulation and it might look a bit random and what's worst: it might not work every time and as planned.
However, great to see you are updating this game!
You might get it to be shaded right, but you won't have animations or textures; ever! You could export one of the weapons as an object file, upload it to another software and let the software check for errors (n-gons, non-planar polygons, etc.) Then it might become more clear where the problem regions of the model are.
Whatever you plan on doing, I'd start with learning a modeling program (not SketchUp, a real modeling program!). If you ever want to mod or create games, you will be needing more information.
I'm kinda struggling with my own projects, as I'm looking for employment and can't seem to find any work here. After I see clearly and get into a new job, I can tell you more.
I can't promise anything right now. Though nothing keeps you from picking up Blender and figuring out a way to (re)build these models out of polygons, in the meantime.
The stock isn't quads either. Neiter are the barrel and parts of the scope. The rail system's sides aren't quads and so on. The easiest thing would be for someone to take this model as a template and build their own version of it
Every game engine will attempt to triangulate models you import into them, because that is how the shading model in game engines operates.
We model with Quads, because it is easier than Triangles, but in the end we have to triangulate the model ourselve or let the engine do it (and hope it doesn't screw it up).
If you have n-gons (more than 4 vertexes/a quad) in your model the engine cannot calculate proper lighting for it. Weapons are realtime meshes, so you have more leeway than with static objects, which have lightmaps calculated through a 2nd UV-set (1 UV - diffuse, 1 UV - lightmaps).
Even if you can get it into Unity and it looks okay, it will still need to be animated and this is when the geometry has to be readable by the software used for animation. Otherwise it can just turn into a bunch of spikes and fall apart.
Sketchup is not a quad modeling program, it has its own nurbs or curve like algorythms, so it doesn't always produce quads. See if you can find an option to "quadrangulate" Sketchup models, as this would solve one problem about getting this into a game engine and animating it.
That is not the point. Subdivision is. Sketchup has a different subdivision method than any program used for game models. The above model for example would be totally unusable for a game engine, unless it can be triangulated. Things like the grip piece are not really geometry, but extruded planes. So if you want to use any of these nice models I'd suggest trying to import one into, e.g. UDK. Even though weapons are skeletal meshes, you could import it as static mesh for now and check what it looks like.
They are all looking nice. Pretty good use of "Pimp my Gun" concepts!
I am not familiar with Sketchup, but I wonder how these models translate to ingame models? Do you give this blockout to another modeler, who makes low and highpoly from it, or do you just keep the current version and get it retopologized? Sketchup is pretty unique in the way it handles curves and subdivision, so I wouldn't know how to get this ingame without shading errors.
This is madness...no wait - it's Insanity's Blade!
Congratulations on making it on Kickstarter!
You're unstoppable, man :)!
When are you planning to work on an animation system? Will it be possible to grab and shimmy along extrusions? Balancing would be nice. And climbing... all the "adventure game stuff", basically ^^
Engine is really shaping up! I admire people, who can keep going on their project. Takes determination and you've got it!
...you have something on your nose.
I've seen this with sound and they are actually farting.
This is not a good first Kickstarter Trailer. First of all, there is too much "artefacting" in the first few minutes. Maybe future camera all have terrible picture quality, but the constant shaking is annoying.
Then you repeat the same images without the shaking and your voiceover. I was expecting a first glimpse at gameplay here and automatically skipped ahead.
Then you talk a whole lot and then there is a little bit of gameplay by the end. I had already forgotten everything you said by then.
This needs a better pacing, structure and I'd say try to keep it within a 5 minute mark for the first Kickstarter Trailer. Unless you have a lot to show, 24 minutes is a loooong time.
So good! Unbelievable!
I watch this and Hearts of Oaks. Here I can see what Hearts of Oaks will be like and on HoO, I can see what it will look like. Combine the two and you get the best sailing simulation and swashbuckling game ever. Assassin's Creed? Not up to the sailing bit, I'm afraid. This here is the definitive sailing experience to me.
Ah cool, now I get it. Yeah, actually makes more sense than my hogwash ^^
I also remember seing this in e.g. "black" doors which you run through and suddenly find yourself in an (instanced) room. Thx for explaining!
I like the HUD, but where do I see my bullets/mags?
Wow - that's perfect work. But what's wrong with her skirt? For a moment I thought it was gonna come alive and fly out of there. It seems to lift up, maybe because of rigging.
Thanks for the feedback! Now I know the problem is with my files!
The error I get is:
Survival-motel_Noche42_ext.udk is damaged
I might try to download it again, since I had problem with the third part and the connection got cut off a few times. I already downloaded it a few times before though. Really hope I can make this work now :)
Right, good call!
Yeah, I think modularity is key to successful environment building. Any modeler can make a nice model and slap some textures on it, but thinking bigger and optimizing an entire scene takes some thought.
I'm recently looking at some of this guys stuff:
He's also on Polycount and I followed some of the threads he made and found he had a lot of the same problems I had with UDK (lightmaps, tiling, etc).
Might be interesting for you, too!
Well, like I wrote in the description, this is the fastest method I have ever made these modular pieces (modeling, uv, texturing all in a few hours). And it is 90% Ndo and PS. It's meant for prototyping, so it doesn't need to be more than this.
I have been thinking about planning buildings differently with this method, so I could have a cornerpiece to connect the Ndo parts and the cornerpiece would be sculpted and require a High Poly. This way I can keep the fast (and highpoly free) method for the main surfaces and still get rounded corners with more detail on them. I'll try doing that with the next model.
I'd say: near perfect. Maybe some more scratches on the front, the bottom and generally the areas of use? Did you use Ddo?
I am always happy to help :)
I'm not a fan/gamer per se though. I was one of the Environment Artists for "Rise of the Triad". Not the most important one, but nonetheless ^^
This was a game, which I couldn't stop playing, because I never knew what to expect next. It is crazy ambitious and though the gameplay may be a bit fractured it exactly fits the whole theme of loneliness and searching for answers.
I loved those moments when you, as player, realize a puzzlepiece is falling into place and you can start putting what you just played into te timeline. Underhell is non-chronological. It is a psychological journey, deep into a guilt-ridden and lonely soul. 10+ stars!
Heh, I had this deja vu when writing this yesterday. I must have overlooked that I wrote more or less the same thing on the submerged ruins drawing. Sorry!
I just meant a bit of an indication where the surface is. A spot where the sun hit the waves and we see ripples and godrays from below.
The famous Japanese Ball Cannon, which shoots Samurai in their junk, only. No wonder it's deemed dishonorable!
Nice models, dudes! Wheels and underside/edges could have more wear, in fact this cannon looks like in mint condition/unused.
How many rounds do they fire per magazine? I really don't get the ammo system "per click" you describe.
This is Sparta?
Actually - Why Finland? I mean it's a great idea and if you look on the map, there are some pretty cool island areas that could serve as real life examples. But - why Finland? Scotland would be just fine, too ^^
I'd be interested in the low poly bake and its polycount. I expect around 900 tris and similar detail. So if this is highres, does that mean your first person telescope needs no normal maps (except for surface detail, later)?
AHH, I have to find my copy of the game again. Since you started this mod I've changed pc three times, but this game stays. It's truely epic, I don't even know how many hours of fun are in the whole game, as I've never played through all of the campaigns. One of the best mods ever. Get it!
Good ole Federal Reserve. Printing money for you now and in the future!
pipes - mutated pipes!
add dirt to your pig and more dirt to the mutated one (hoofs, belly, snort)! otherwise good, very pink
Looks fun! I like how fluent the gameplay is and the different views/perspectives you include.
90's was putting pants on backwards, dawg!
It's a lie, you can't shatter an iPhone. They never explode for no reason either. Lies, lies, lies!
I almost forgot I had this mod - but I will never forget the fun I've had playing it! So good to have updates every once in a while. It reminds me to play again and brings back the memories ^^
One of the best mods of all times, in my opinion!
I must admit, I was sceptical when clicking the video, but there is a lot of visual improvement. It seems like the shadowed surfaces reveive a lot more bump light in your version. Also the lighting quality is much more realistic than in Crysis 2. I expect they had to blur/fog things out to keep the demands low for consoles?
After all you can't make one game for PC that looks awesome and then have one for console that looks just ok. This is looking good, almost like a new game!
So at least in a computer game, London can look clean ^^
What turtleman101 said. You need dirtier everything. This looks cleaner than London ever did. It's the grittiest city I know, even more so after a zombie outbreak.
Otherwise, pretty neat looking.
This map looks great. I still like the scopes and the weapon handling. Insurgency was very fast and so is I2. I hope it can be more tactical. I think some of the other modes than DM will be very interesting. I'd like Missions with some more objectives, maybe a string of objectives through multiple maps. Ties it up a little.
Love the game, but this could be a little darker. The picture looks almost polarised to me.
Why are you texturing the highpoly at all? You are just wasting time. Bring that model down to 5k, triangulate, bake and make textures - then we will see.
Yeah, I should make a turntable for it, place it on a small piece, maybe some plants and rubble aside. Good idea, Boo!
However, I am currently making modular cable sets for the project I work on. That is truly a pain in the *** and much harder to do and make sense of than I thought.
It's a lot to consider Booman. I wrote a workflow in the description of the next picture. Maybe it is helpful for you. I had to do things over and over, until I understood what I was doing :)
Smoothing Groups aren't as awesome hard as everybody thinks. Or maybe it was just me thinking that...
Basically, every surface that has more than a 75° angle to its neighbor belongs in a different smoothing group. To assign them, all you do in max is select the polygons and then the group number you want to set to them. Do that a few times and export as FBS with Smoothing Groups enabled.
a fun game for the entire family!
;) good job
Oh man - I cannot watch the video in Germany, because we have a stupid loyalty system for music here. It would be great, if you could make videos without copyrighted music (maybe just a version without music), so everyone can watch.
Long way from Batman. I know you like the Silent Hill feeling, but I really liked what you had going with the Batman mod, too.
Isn't it a bit hardcore to spend 4000 polygons on a tree? I'd expect something between 800 and 1000 would suffice. Doing one leaf at a time seems a bit tedious too. I'd make some presets with 20-25 leaves in Photoshop and put a couple of those (with their alpha mask) on the branches. Maybe throw in a few single leaves for cosmetic, in the end.
However, the result is looking nice, but what if you want to make a forest? - You spend 200 000 polygons on 50 trees.
For the most part I use a pen. Most important is to hold alt when you are moving things with the mouse. However, it is quite confusing to me too, because it's so similar to XSI, but not identical.
If you're gonna sculpt, a pen is the best thing to use, yeah. It's actually need about Mudbox that you just have to plug in your tablet and the preferences work perfectly with the pen. First program yet that worked for me without having to change anything excep language (german to english).
From what I've learned the diffuse is the better basis, because the reflections will carry color information in them. So the reflections on my paint will be more red than on the rest, for example. Of course that also means you can influence reflections quite a lot and optimize them for different light conditions.
What I don't get is why I lose some detail and shading info upon importing. I'm gonna sit the same model in CryEngine 2 soon and we'll see the differences. Thanks for comments, even if I disagree everything is helpful and becomes part of how-to-make-it-better! :)
Reminds me of a minecraft video that looked like on LSD.
Interesting concept, has a very narrow and rounded feel. Fisheye alone seemed to work really well.
I remeber Descent. Me and my 2 best friends on the T-Bird PC of one of them, playing the game. We all agreed that it had amazing graphics ^^
And we couldn't wait where the descent would take us in the end. Somewhat stiff price for a game that old, but this one is really a classic, up with DN3D and Hexen.
Looks like he lost one foot ;)
Nice drawing, has the style of an etching. I am missing the champagne glasses in your hand :) Somehow they belong with pictures of the Titanic's staircase.
Minimalistic music, I like it :)
The fences look like they could be potentially annoying. If I were to make a castle map (for traktors) it would go steep up and through the castle, since the advantage of these vehicles lies in their ability to climb. They are better than offroaders at that.
The single seater looks alright, though the course is a bit minimalistic now too. However, it all works and is a good start. And UDK for Mac - I actually forgot about that. Nice to see someone make the effort!
I'm afraid this will have to wait a bit. I am modeling for my final exam at the school I attend. And it's not a topic I like, so I have to force myself through it at the moment.
It sucks when you don't enjoy the stuff you love, because you are forced to do something with it that is just annoying.
I would call it " Super-Serious Shoe String Shooter" now ;). It looks a bit pre-alpha, so hard to say much, but I like the light and I guess the tesselation, though it seems a bit extreme on the walls.
Also, if you want more natural animation it would be good if the enemy doesn't have mirrored animation, but a little more randomness to how the different sides move. Anyway, you achieved quite a lot, seing it requires some skills to texture, code and import all that stuff. More than most people here will ever do. Keep it up!
Thanks everyone. I think the original shape has some potential. This is just the first take. The shape could look good with a kind of shotgun design. I hope to try that out, next.
I wish I had more time. There is so much I want to do. Most of my time goes into iterations of stuff for "school". I'm not happy about that. I wish I had more time for bigger game projects.
thoughtbump - maybe it's a gun for a lady, they tend to have weird handles. Also - if there is no recoil, you don't really need to grab something that hard. Still, it'd be better if it was anatomically correct.
Thanks for the link -looks much better on your rifle ^^
lulz. Try to hold this one with one arm! It gets longer and longer :) The design is cool though. With a little work this could be made into a similar design like the Anti Tank sniper rifles from WW2.
That looks like a singleplayer map to me. I don't like how it's all walled in and leaves you no choice. Reminds me of the original Fable with its fences everywhere.
The artstyle is cool. I liked your concepts a lot and think there is still room to make the night scenario more frightening. I'd also like the dynamics to change, but as far as I know UDK uses templates and has no real daycycle. Would be nice though, if it got a little more light at the break of day/ end of a round.
I guess I'll have to wait for the first gameplay. I like the style and assets, the map design not so much. Dynamic lights would surely spice things up a bit. Yet, this is an early stage and I don't really know what the map is for; perhaps its a testmap.
So this is based off Curse, but now on Unity? You make everything by yourself? I was very impressed by the HL2 mod and it's visual style. Hope you have good luck with Unity!
I hope this guy takes his helmet off. Running around with another unknown protagonist without personality is not what I expect. Or, if he leaves the helmet on, give it a twist, so there is a reason why. We'll find out in the end.
Thanks a lot guys! Your support is always a motivation!
I had my presentation of the project today, and it's passed the first obstacle. Now I'm gonna shapen up the script and animatic and soon upload that here, too. I'm curious what you think and can't wait to get working on the real thing.
I only clicked because of the picture with the dog. Now I'm disappointed. Oh wait, no I'm not! But better post a picture of that man/dog head combo on the next newspost :)
or I will be disappointed
Damn efficient texture! How do you reduce polygons? Do you re-topo on top of it, or did you just delete some superfluous edges? I guess with something lowpoly, you don't really need to build an entirely new body?
Uv-ing isn't your artist's favorite task, I can tell from the texture stretching. Also, why would a window in space be blue? Since it's reflecting most of the light, it would certainly be rather black than blue.
So it's nice that some stuff is working already, but the design of this game is still a bit off and uninspired. I suggest making some iterative designs based on the ones you have and try to come up with something a little more detailed and refined. For examples - you probably want to move those engines and blasters on the ship (at least the rear ones) to change direction. So let your artist think about how the engines could be attached to the rest. Only when they have a clear understanding what every piece and bolt of the ship will look like, it will make sense and enhance its believability as a space vessel. Lot more work required on the concept side, but understandable you may not have the ressources available, right now.
What software did you use to write the book? I find this interesting, but the software I tried (years ago) was a pain. Artworks do look good, though I'm not a fan of anime characters.
**** Dx11 support!!! I so regret having stopped working with Cryengine.
look at that changelog, lol - it never ends
Finally a dark game where it makes sense!
Lol okay - the patch was released now! That's quick acting on the side of the team. Back to space then :)
I don't like any of the missions with capship rockets. It would be rad if, you could chose your role as attack pilot or defender. Then I could enjoy these missions without having to skip them.
That's in the middle of the night, if you're in Europe. Hope you'll record it, since I'd like to see.
**** man, your devotion to the cause is amazing! You're just as good on the drawing side as I am, but miles ahead in the modelling. Respect for the awesome work!
Cool man, excellent. Looking at how other people model helps me a lot. I'm texturing my first character at the moment and had tons of problems understanding baking, at first. Especially if the detail is not uniformly distributed among a mesh; now it's much better, but I don't alway have enough geometry in the low poly or there is some other problem; the worst thing is when there are a million reasons what a problem could be. But then again 3D is all about failing and asking and trying again.
I could have figured this model be near low enough to be ingame. I think you can bake those pieces on the butt without losing too much detail. I make concepts, maybe you need some in the future. I always wanted to try something Star Wars themed. Is there maybe anything you guys need painted/designed? I've been watching this mod for years and always was too greedy to buy BF2142 (got BF2 as last of the series). Or maybe I just like looking at the great atmosphere in the screenshots. Truly one of the most oustanding mods in regard to giving a great experience on an older engine.
Wow - never heard of it before. Sounds awesome!
Always a pleasure to watch these vids! Seems like a lot of good features were implemented again. I know some of them from Cryengine and think especially the slope orientation can help with creating organic landscapes. Maybe you can add a random rotation for groups of objects (e.g. trees, rocks...) too, so you can just paint on large areas of ground and get a random looking result. Random is good in this case ^^
Love your game, been waiting for a long time, but still much impressed!
Yeah, it's not all about DirectX11. I said to a friend too that Crysis 2 is the only game that looks worse than its predecessor. Especially is the case with water and particles. Doesn't look bad though, but if you're developing for PC only, CE2 is still good for kicks.
Congratulations on your development!
Good! lovely hit detection
I understand your slight frustration about the issue. Even I saw the video, because it was recommended on Youtube (automatically). It's like you can't escape it.
Free from bias, I must say it is a beautiful video with bad framerates. Their version of the Titanic is running, but it will need a lot of teleporting (to engine room and midsections, etc.) to travel through the ship. I also cannot imagine it being turned into a FPS of some kind, because of the quality they chose.
You will see your work pay out for you, on the long run. CE3 is not as easy to develop with as it seems. It is easy to map and make it look good, though. In my oppinion you are far closer to a game than they are, and since you will probably release earlier the popularity of that project may actually draw some people to your version of the Titanic and your mod.
I think you achieved a lot and have nothing to be sorry about. What you learned through this development will look impressive on your CV and nobody can take the experience from you. Any case, you can be proud of what you achieved. You'll be happy. We'll be happy :)
Haunted was a great mod. I loved the weapons. It became quite repetitive, though and I hope the new version offers more variety. Congratulations, if you have some time, maybe write an article about how you made it from MSUC to commercial game. Especially, how pitches to the producers look, would be interesting to know.
Ohlalaship, I mean starship... wow!
It's good, obviously all still WIP. WhatI'd do is change the color textures saturation to maybe 35%. As they are now, the entities get an incredibly artificial feel to them. Another strange thing is that the mud/heightmap layer seems to be above the layer with the detail texture. Overall, I love the engine and its capabilities. I'm sure it will look even greater, in the future.
I used only the free SDK to create this map. I used Mudbox and Worldmachine for the heightmap and painted in the heightmap textures in Photoshop (World Machine outputs masks for easier painting). The only custom texture used is Sand, because there is none in SDK; just a template. It took about ten minutes to make a sand material. CrySDK is simply a great asset base and you can replace and modify any existing mesh/texture, etc.
I started on the 5th, so it's been about two weeks and sum. I had zero knowledge before and already learned much new for the next time I'm mapping. First of all - I'm not gonna make it so ******* huge ;)... seeya
The new SDK is also based on a newer version of the engine. I'm gonna have to instal it and check it out.
Cool Matte! I wonder why we are so fascinated with the end of days and lving in the aftermath. I guess it just makes for good games and movies!
Fun idea, fits the retro-futuristic idea.
It's hard to find programmers, because they can afford to get paid for the job. Also, UDK for example is constantly updated, so you need someone experienced to decide which core version to use and when to upgrade.
However, animators are really difficult to find, too. Because their work is quite intensive they tend to leave everything unfinished. It's always easy to find beginners of either discipline, but to find people who are experienced, can take constructive criticism and are reliable - that's a hard thing.
You must be a genius to do all this work. The engine has a very special feel to it and it's getting better every time I see it. Well done!
Arma 3 has CORNFIELDS!
amazing new feature ;)
Love the Arma Series and I agree with Huey358. Same for me.
I didn't even watch the video the first time. I always liked the way Da Vincy portrayed cats and mixed some dragons inbetween; similar anatomy, sneak and sly.
I think why it is difficult with cats is because they are very flexible and their movement comes from the rear, pushing forth. Maybe for the cats it would be interesting to walk more on four than two legs. They would be completely exceptional in this world. Maybe older than the other races - and somehow I can see how a cat can be turned into a Dragon... there might be some story in this for you to exploit.
Did you model just a grid for the cockpit? It looks a bit thin and the round parts seem wrong in perspective. Like the vanishing point is too low (vp is always on eye level of the viewer).
It looks good and interesting, I hope it will be a bit lighter in the final version. Also, good you are not using Scaleform - in most games it doesn't make all that much sense, and since so many games use it, it's actually more originally not to use Scaleform now :)
Did you use Spotlight in ZBrush to carve that flesh in, where the skin is open, when xou created the model. Your Zombie sure looks better than Zombie Island's. I'm interested in the modeling process and if you can give me some ideas about it.
50 Miles downhill, 10 Miles uphill :)
Cool car, cute looking and impressive (for some strange reason) at the same time. State of the art car :)
Matte Paintings are great - and this is a very good artist. I wonder how much time he spent making this and how he organized the painting. Very nice!
Thanks. I'm still working on it, looking for some detail to add.
Six weeks seems incredible for this, though certain content is a bit underdeveloped. However, you should keep working with Unity and release an improved version on their new engine.
Rethinking/Expanding the combat system might also give the game more depth. but great achievement in so little time!
It's simple, really. The hotel I took from a photo and added the rest - which doesn't look as neatly as the hotel. Then you just need a basic understanding of color and light and you start painting over with the biggest brushes possible.
I also use a variety of different layer types, mostly solid color(on overlay), color, multiply or screen layers. It's something between painting and matte painting, where you have to be much more accurate about the samples.
pointy... errr remarks ;)
lovely concept. I have to agree with that guy on the main site though. It would look cool in this realistic style. Cel Shading has pretty many negative side effects, and I like this stylized realism a lot.
It'll be an easy fix, I could fix the table in five minutes.
So will this be animated ina WAllace and Gromit Style, too. Or are you going for a realistic feel in a stylized world? I feel this should all be stylized and will work very well.
I don't like Sketchup. Brushes had no pressure sensitivity the last time I tried. I don't understand the point of it, to be honest. If I want to sketch nothing beats pen and paper.
I'm not always sure what you mean by tracing booman. I used a photo and masked the pier part out of it, I don't draw in any additional helping lines, because I often find myself following perspective lines too rigdly, destroying the organic impression I want to achieve.
It could very well be that similar pictures are found in artbooks, or on people's walls. I'm a big fan of Dylan Cole, who I've learned some tricks from through tutorials. Thanks for your comments. Glad you like it!
Ears aren't positioned "next" to the eye; not even when they're stitched on. If you correct this he'll look a lot better. Anatomy is a bitch ;)
In this one yeah, I did use shift a lot. Usually I avoid it, because lines tend to become to stale and color too monotonous if you paint like that. Generally, I see a difference now between drawing and painting. Drawing is about contrast and often about showing expression though line-style. Painting is about color contrast and shape. If I paint I try to get rid of lines to avoid slipping into drawing motion.
What are real time effects in PS? I'd really like to know what you mean by that.
That photo is great! Great idea and well done. Made me laugh.
The textures will make the difference. Really awsome model of the AK.
Professional at work! Looks fantastic - and all is custom made content,for Athena only! Great, great, great!!!
Beautiful! I love how smooth Outerra streams content in. No pop ups, no misplaced shadows - you actually seem to be ahead of the Real Virtuality Engine in that regard.
If anything the shadows from your primary light source should be harder. At the moment it looks like the only source of illumination is the secondary light source (the sky), since most shadows seem too soft and blue.
Great update! Keep it up!
Funny - just yesterday I asked myself what became of the project. So here's another map... when will you show some characters?
Great-looking rifle! The scope looks a little tagged on and I wonder why the top of the gun has ribs when the scope is fixed.
This is a superb concept. Great artist!
this buggy looks supereasy and fun to model
I'm all for Chrome, even though Unreal Engine looks top since it's latest update and has all the tools and info. Instead of getting ripped off by EPIC, you will actually be able to keep your money and use it for a follow up project. If Unreal was the best solution, games like Overgrowth and Natural Selection wouldn't need to use custom engines.
Of course I'm not all knowing like Santa, but I think Chrome works with CC on the spot, while Unreal would have meant a lot more tweaking from the start. Considering the CC style the Chrome engine can deliver very well.
Maybe we can pimp it a little, like that :
Remember that those "normal" guns are just part of one outfit. The other faction will have less standardized guns and I expect those older and simpler firearms to receive some upgrades during the matches. It's good modeling practice, but I hope we'll see cooler models in the future, too.
this concept has been updated: barrel is a bit longer in the new version and the handgrip is at the right angle now. Check it on my profile.
I'm sorry to say Second Dimension is dead. We are currently developing a game called Space 3102. Maybe some of the game mechanisms from SD will make it into Space's ground combat.
Got some good artists and the communit is growing. I'd appreciate your watch!
What spead to develop a mod with, respect! Looking forward to some environments and what's next.
Say, can you post how one of your brushes looks in your profile pictures? I tried making (architectural) brushes off some skyscraper photos I cropped, but I'm not so happy with the results (blurry, not enough contrast). Do you work with high resolution images, when you make brushes? Do you apply filters to some of them? It's a cool technique and I want to create my own library, relying only on a few Photoshop brushes.
I know I have a lot to learn, but this is good experimenting and I wanted to make my own brush collection for a long time, now.
love thy decal, respect the props ;)
Yeah, where is the black rain from "Hiroshima mon Amour"? Without black rain this mod is totally unbelievable ;)
Potatoe gun - nice ;)
I thought this was a GTA style game, but focussing on bank robberies. Kinda odd - why would I think that?
very blue... swimming in paint?
cool! glad you sorted that out. Seems that Valve understands the potential of this unique and fun game.
I'm always amazed how well Unreal Engine 3 fits the style of your project. Sure, it looks a bit stiff at the moment, but environments and atmosphere really take the right direction.
Hopefully this will be the first enjoyable Terminator game. It's about time somebody made one. Will there be a story of its own to it?
I think most of your questions burn down to one answer: pre-release!
Even after all those years of watching it, I'm not entirely sure what Crimson Crow is about, or how exactly it will be played. Either feed us relevant information from the development doc, or (better!) release a prototype map, with just some key functions of the game working in it.
The release of a prototype will put you under the pressure of being watched (even scrutinized) by gamers. I'm sure there will be some unneccessary comments by people, who don't understand the purpose of alpha releases. On the long run you'll ensure quality control and keep the community alive. After all the feedback CC gets already that should encourage you to make a more public approach.
a little brighter paper would look better. Cool stuff though, I like it.
So we'll be able to play Natural Selection with rabbits?
...just joking! Interesting bundle, almost a 241-price.
Aight, thanks! Wonder why they don't show as iso, though. Usually Daemon or Power ISO recognize the format.
What always bugged me about this mod is the "fall-dowb-and-start-all-over" setup (I would have prefered a 10 sec replay option). Now maybe with the rope you can safe yourself in some cases, so that's good.
I also never got along with the controls very well. It felt like I was tapping too many buttons at one time. I suppose that's something that goes away with more practice, yet I never got past the first maps before I lost patience. Let's try this version, see what it can do for me. Maps are looking beautiful and interesting.
What if some want more than a hug ;)
He,he - cool idea!
cool character models. The arms on the Nod Rocket Officer look a bit strange though.
Looking forward to the NT_bullet map, which was in the original trailer!
What are they serving in that restaurant? Marihuana? ;)
Wow - that's a huge step ahead. Congrats to Sony and Epic for doing this.
Which Engine is this based on, or is it really completely custom build?
I unpacked it into sourcemods, but it won't show in my list (not even after restarting). It's right next to Dear Esther and I know this is the right folder.
don't use microwave oven when the room is on fire!
I think some safe points could be a bit more generously distributed. When I died by falling into the watermill I had to start in the gardens again at the situation where you have to shoot those three guys in the trenches. That isn't a favorite moment in games, so I quit my playing there for today.
However, level design and everything else work flawless. Guns seem to spray their bullets a little and it's a shame there's no ironsight. But I enjoyed playing it today and if I don't fall into the watermill again, I'll probably finish it next time. Nice mod!
Can you enter that thing through the hatch? And is it drivable - like 2 miles/hour ;) or is this only a prop to make your map look nice?
Cool sandcrawler. Good texture detail that really does the trick.
ah alright, it was easy. Apparently I simply don't have the same folder structure as was supplied with the shortcut. I didn't check that until now and changed it according to my Unreal installation.
Sorry about the double post, but Firefox crashed (and I have no numpad)...
there is no readme. there was a shortcut supplied in the zip-file, but it doesn't work when I install in the allocated folder
Please define great! The movie was popcorn entertainment and not good in any other way than its stunt driving and vehicle design. That's not a big problem though, because DR 2000, the original movie, sucked even more. Yet, the original had some comic touches, like running over a band of senior citizens with Rollator. Please try to put in some of the tasteless stuff from the original and make the racing itself dependant on gadgets, like in the bew movie.
Who would determine what extras are on though? There is no controller and I guess they would either have to switch on and off randomly or be on all the time.
We come across one chemical symbol pretty often along the road and I have always wondered what it stands for. Can you enlighten me, please? I think it's not on this picture, though, I remember it is on the steep cliff, near the end of the journey.
Nice! Does it tailor new clothes, too? ;)
Pfft timstro - you might as well say "...and they still sit in cockpits". Why not have missiles - if they are heat-seeking, space is a great place to fire missiles.
Cool fighter, I like all the models so far!
Cooler character concepts than your current characters - I guess you found a new artist? This looks very good and I like the humor. I think it would be a novelty if part of your humor finds a way into the mod.
Nice shadowplay! What would really be rad in any game is if the snow would actually pile up slowly and eventually become slippery ice.
you need to make a proper installer, I gave up halfway through and compared to the other mods it's too much work. I know this is supposed to be part of the modding idea, but when everyone else gives me a full installer, why should I check for Unreal Version and look for character folders, etc?
Makes sense! I actually didn't think about coherence when I asked for a demo, I just wanted to get some aiming and shooting practice.
I thought the same - it looks ajar for some reason, but maybe it's not supposed to be straight over the barrel. I play ArmA - image reminds me of it.
Well - redraw them. That's what you do when you're creative. Do the same **** over and over again, until somebody likes and buys it.
The new concept map looks awesome - green on the inside desert outside? I like that and it reminded me a little of the barren lands in "Vexille", a pretty strange animation film.
All I want to criticise is that your thumbnail pic for this news release is not really a picture, but just some tiny words on black. Perhaps it is time to think about creating templates for these releases? You'll need a 2D-Expert for hud and decals anyway, or do you?
Wale vs large-*** crocodile ;)
I didn't know the game has underwater portions. I don't want to play it, it looks too real and I'll get a heart attack :)
Where is Dr. Manhattan? I'm looking forward to trying out the new version! I think there were so few original mods in the contest so far that it doesn't matter where you got the idea from. The implementation counts, and I expect this will be brilliant when done!
I'm translating this mod too Nickelpat. The problem is Titobruni is Spanish, so if you want to help, it would be good if you speak Spanish.
Lot of work coming my way for the rest of this year, but I think everything will be worth it.
that's probably because the Lego Batman was inspired by this one. In the final mod he will hopefully be more high-poly and have some visible eyes behind that mask.
Intense - I think they must be clones or rabbitmen themselves! I never understand how this team operates, but I surely wish them to be successful and I'll definately buy this game for it's modding capabilities - always the best reason to buy a game, for me.
The whole rabbit of war game doesn't appeal that much to me, yet. I think I need to see more actual gameplay and understand what this is. To me it looks like an adventure game, however it's supposedly FPS with a couple of rides and puzzles.
Yes they do - though a lot depends on the engine, true! I know, because Mech Override is a large project. To get five different characters done in full detail, making them credible and detailed took us almost a full year of work.
That starts with a proof of design, concepts, refined concepts, prototype and final high-poly mesh. Then you still have to make LODs, especially for a project with a long viewing range, like Aero Empire.
You will need a good organisation and good core team. The core team should feel responsible for the project, whereas freelance contributors should feel responsible for their assets, only.
I like a project like this, but before gettting started it needs good organisation. It's a struggle otherwise and struggles tend to cause bad atmosphere and internal unrest. As much as I want this project to get developed, I also know that it will take a strong leader to set it up right, from the the start.
It's good this is Cel-shaded. Takes away a lot of the detail-work. However, if you want to render world and character using the same shader, it's bound to look odd. Looking forward to more info!
Yeah, too few peopleplay this. It has a few flaws and gets monotonous due to the city defense, only. However, this is a great game and if more people had the full version it would bemore fun than playing with AI. The later levels are hardly do-able with AI by your side.
So there is the famous piece of the pie and I hope it's Cherries and not Cranberry. So what about it then? Everybody make an iPhone game now and be rich?
oh lá lá - this comes out good. How about some information about the full game? How many maps are there, and will there be user maps?
It seems like Biolab and London City and one or two more are in the game. Seems you also returned to the survival only. I liked the story-driven maps like The Hive better and would have loved a map like that.
However, it looks great on the slightly newer engine, and since it has zombies the game will sell anyway. Killing Floor days are over for me.
what the hell - is that a player model in front? Looks like a small mech by itself :)
Nice! Now that BSG is over we need this game! Though, since a couple of seasons fighting Cylons is not en vogue anymore and there are good and bad Cylons...
...hted how they ruined the show, but I loved season 1+2, when Cyclons were stilll Cylons and fighting was still frakking.
Why not move to Cryengine 3 right away. Or are you going to release in 2009?
I think the word most used in their description is "scalable". Everything is scalable to no end, even character detail. You can actually see that scalability in the video, as in the °360 version some background foliage is missing.
I think what becomes very clear is that the engine is meant to be fast to develop with and easy to use. It really depends on how well the components like the vehicle creator work. If really that little code is involved and it still works well,it will be a great engine for modding - for consoles too, maybe! (waiting on anouncements about that part)
You're making real big progress here. Comparing this media release with the prior one, I see higher quality in everything. It's true those static meshes look a lot like something Valve makes, but they are well-made andto some people's dissapointment that's how they look in reality, too.
Very nice update!
Good choice! Change to Maoli engine when its finished, or even license Cryengine 2, if the hype is big enough. Seeing how little it is used by other developers Crytek would probably support a project like that.
Some of the good Crysis mods are dying, Jurassic Park and Predator are the ones I believe will survive, simply because they don't try to bend the gameplay into something else. And you can rely on a working story and chain of events.
Good luck, I'm really glad its back to Crysis and hope you keep on development as before. Going commercial/indy is always tempting, but it can destroy a team, long before generating any money.
that's one hell of a good concept artist. What's the program he uses when painting the ugly boss at the end of the vid? Is that Open Canvas? I thought it was Sketchbook, but the interface looks different from mine.
the houses and telephone boots look a bit small compared to the harrier, though.
Hah, you make really cool stuff! How do you manage to create your own engines and make games with a team of seemingly...two people?
Probably wrong about the 2, but thought I'd get a laugh and indeed I'm laughing, now.
Stronghold was a great game, but there was a lotto improve. I think you create something a lot of people would like to see more of.
What I really enjoyed a lot, too was Tropico. I think it should be possible to make it into a new game and expand on your socialist vs. capitalist choices.
I like you. Will you marry me?
Hey that's the same mountain you used in the physics demo, or is it? Don't plant trees on the tops of high mountain-peaks, unless for demo purpose. It spoils the realism of your landscape.
Interesting idea would be to incorporate landmarks into the planet-system. As a place where people gather to watch a sunset together or explore and race a crazy canyon and this sort of stuff. Interplanetary hotdog-dealers might even build a booth there.
*Sighs* - how often are you gonna release this video? First time I watched it I thought it's nice to see an Alpha Trailer, but since there is nothing much in the vid, except terrain, it seems to overexcerpt itself.
Now that we all know it's possbile, you can post a HD version right away, next time?!
Still - great engine, great project. I'm watching this (Phoenix) Engine, Maoli and the Genesis Device Engine. Each has unique features and interesting technology, Maoli being the most advanced, but least ready.
...is this your gun, or are you just happy to see me?
I lold at the perspective. Why would you try to work with so many circles, when you can't draw ellipsis in perspective? The front part and the "T" wing part are too far in the front of the picture and the entire head of the station is wrong.
I really see the quality of Koshimes work now, as he would sketch things in an hour that looked better than this and had great color value. Infinity's decline beginning? -Stop making new ships!
Looks more like a goblin than a statue, but nice nonetheless. This Icon of yours made me realise (again) how different light color and paint color mix. You can surely create some very appealing quests on this basis, turning colors into light and vice-versa.
The game could become a real flagship for, err cranial development?
I just watched Episode 12, Season 4 and man they are struggling to bring some sense to the series. I used to love BSG during Season 1, was still impressed by Season 2 and then watched the show go down the drain completely. Too many boring questions raised, which never get an answer, too much talk on the shallow side and not enough action. I think the whole Cylons-as-our-allies thing turned the script over and made the series lose it's purpose. It's all a wicked, mythological, technological endeavor and the show's writers are probably going to come up with a most ridiculous solution to the story.
This mod reminds me of BSG's better times, when it still had a working story and a lot of glorious moments, either in space or during sparring on the Galactica. It's just like with Prison Break - you start to love the shows, then they get ruined season by season and you just hope they can somehow reach the end and bring back some depth in the final few episodes.
Dude, you paint the whole thing in perspective and then this one pissy truck has to stand out with all its wrong lines and weird wheels. Could have done better on the finish - any yeah, that truck is somewhat large and the ramp is somewhat steep.
Otherwise a nice concept.
very nice, have to watch!
Hmm, i never even knew Cyan Worlds made anything after Myst, let alone an MMO. This is very interesting from a writer'S position and I have to look into it and see how you setup storyline in this game and if it'S possible to create some cool interactive fiction with it.
You have been an arrogant band of fools, when you were still working on BTRL. How you ill-treated community interests and the aggressiveness on your forums will never be surpassed.
I hope this is not the continuation of bad behaviour and hybris, but finally about the great game BTRL failed to deliver. This looks like you have pulled yourself together though, instead of arsing around you actually have a lot of work going, now.
No, didn't download it yet, because you don't mention the changes made. I might download it out of curiosity, but you could advertise a little better.
seems superprobable bakehouse, since it's a newer engine than Crysis', even though the improvements may not always be visible.
It isn't Pirates, Vikings, Knights and GoGo-Girls now, is it?
Not bad. Good editing and camera work. I wonder how much work it was to lip sync the characters dialog? Pretty handy most characters wear helmets, I guess.
Tunnel is cool, but that terrain above it and to the right is so clean cut it looks like the ground is made of concrete. Maybe add some bushes and rocks to conceal the hard corner, in some places? Would also go well with the trees behind it.
I like this better tan Crysis already. Great Quality of the video and content!
Watching mods is such a pain in the *** - they never update and when they do you wish there was tons more of stuff to show...
Hi Fati, how's it going? Did you get your troop transport into any game, yet?
Keep in touch, or I will!
Uhaa, yes: and thanks for watching MechOverride!
Kind regards, SinKing
Cool! I love your tutorials and think it's a great thing you create them for the community. Also it's a very good way to keep your name "on the list" and not disappear into occasional media releases.
Reminds me of an old "pirate" joke. Guy comes walking into a bar with one wooden leg, a hook and an eyepatch. The bartender says" Blimey - what happened to you? Last time you walked into here, you looked perfectly normal."
Pirate answers: "Yarr, ye know the life! First a cannonball hit my right leg and in the next battle I lost my hand in a swordfight."
"What about the eyepatch? Where did you get that?" The barman asked.
"Well, it was a calm day, no wind and a flock of seagulls flew across deck. I looked up and one of them shat me in the eye."
The bartender shakes his head.
"Odd, I have never heard of anyone going blind by seagull-poop"
Scratching his head the pirate replies:
"It was my first day with the hook..."
If you use no custom sound files this can go onto PS3, but that would be a shame, because it's probably funniest with some lego-soldier voices. Cool to see it coming to Unreal - is this project affiliated with the BF2 mod, or are you different people?
Good ole Killing Floor still alive and kicking zombie butt!
Nice to see - and yes Monk, this is a great mod. Gave me quite an addiction for half a year.
I wonder why people, who have such technical skills don't manage to create something I haven't seen in a million places before. Good work, bad art.
these development shots look very sweet. I hope to see some of the good mods for Crysis can become reality.
I'm confused - how come there are two mods with almost the same content produced for Crysis? Lost World switched engines - I think - from the engine that drives ArmA to Cryengine2. They are already producing content for a year or so, yet you seem to progress much faster. When do you expect to finish your project, as of now you are making giant steps!
Congrats on all the releases, really looking good!
you work very quickly and have a great style. I hope you cab keep up the pace, so this one will be one of the first good mods for UT3. The game looks like a whole lotta fun to me.
Pick up the funny lines from PVK's and translate them into Wild West feel and you'll get a hilarious game.
It's Speznaz, though - isn't it?
Good to see progress. I'm really liking your mod, the maps have ambience. Watched!
Hey Mr Cyberpunk,
I just read your post on blade runner's different endings (in the sandbox vs linear gameplay thread).
I have played Blade Runner, but just once and I didn't know it had different endings. I don't own the game any more, so don't force me to find it and replay it.
What different endings are there? Can you sum them up and send me a PM or leave a comment? Please...I'm really curious and things like these can help me jump different trains of thought.
Your making good progress. Seems like you learned a lot of DoomED lately, since your levels are so great and use a couple of trigger functions lately. Interesting style, vaguely remings me of Myst, taking place in a Sci-Fi universe...or in your mind?
Keep it up, seems very good work, especially since this is all Doom3 and mods are rare (at least on Moddb).
Nice collages (or matte paintings), but what do these images have to do with Madagascar - even a future one? You do perhaps know that Madagascar has unique scenery and flora and fauna, so I hope you will show some of that, too.
Otherwise just pick Sansibar, there's nothing special there, so noone would expect you to reflect upon the islands unique topography. It would be cool to see some parts of Madagascar turn to computer life, though.
Great to know someone is working on a worthy successor for Dungeon Keeper. I can't wait to see some visuals, but besides from that it seems a very good idea to give this game another life. Great thing, hope it works out!
It's only a Z-Brush render, isn't it? Look alot better than ingame models these guys. I just wonder how they look ingame - have you tried putting them in BlitzED already? I'm really curious how your magnificent look will translate into the later game and I will be really dissappointed if it doesn't look as good as the renders! All the renders so far however are of amazing quality.
Yes! This seems like the first decent POTC game. It is good you emphasize on the fact that this is not like the terrible original game, but a total conversion of it in terms of actually making a playable game outta the **** they sold as the first POTC game.
I wanna try this very much, as I am an avid fan of sea fights and even more - of tea clippers and big sailing ships. Will be great to give it a run.
The best engine in the world is not yet comlete, but I guess playing with BlitzED can't do no harm. If you feel like sharing your experience you can write a tuturial about the next generation of UnrealED. I see a lot of mods working with Roboblitz's ED, but I don't think that makes a whole lot of sense other for tryout.
Why did you chose to start production on this early editor version and not wait for the real thing to come? Just for the experience? Or...
You have to be bold and say: This game will be release this fall...then you postpone it DNF-style and you will amass millions of fans. Women will want you for your fame and women will want you for your money. And women will want you.
You draw really nice now. Maybe you should think about investing in some artist pens, which have a nive ink flow and make your drawings a tick cooler. Od course that's a question of balance and pay and you gotta invest for those buddies. I always love your updates!
This is one of the most professionally led mod teams I know of. I don't know why they choose to make that incredibly boring game, but wherever they are going with it, they squeeze the last juice out of that Orange formerly known as the Unreal Engine 2. Visually this is one of the pinnacles of modding for me, but the environments and the gameplay never make me want to play TO:C for longer than a night or a half.
It's a good mod after all, just not made for me. Congrats on the latest release 1.6, eh, oO, :e, errr 1.7?!
that was a quick skinning job! Looks good in red.
Your progress is satisfactory.
My scanner says there is a 99% probability this mod will survive.
Live long and in prosper and never mind the bad quotes.
It's amazing what your team manages to do, to polish a good mod for its final release. I have been following Empires for years, playing it every now and then, always waiting for aeroplanes, since day 1, of course ;-). All your design decisions so far were really good in my eyes, but I wish there were more defensive measures for your base against enemies. It will probably all be perfect, once there are planes in this.
Modding Steam to this extent deserves some applause. You really had to fight against the glitches and in my eyes you have won the game!
Thank you for making this mod!
That's a great idea to paint and especially, to get your ship dirty. You could imagine people making a business out of opening washing-stations, to return your ship to former beauty. Or you would just be gritty pirates or smeary vendors. The look and state of your ship can tell others a lot about you at a distance.
I like the action, this is a mad engine.
I think its a brilliant decision to keep it black and white. It already showed in the first, untextured renders that this game gains from using only contrast. I have been waiting for updates on your mod and it looks very nice already - lacking some details in the textures only.
I like the pencil drawn textures, but they could be drawn in a way to amplify the objects shape. To draw them a little darker towards corners would do wonders, I think.
definately look spacy. Good enough, but why is it that the top of the ship seems to tilt slightly to the left in comparison the the lower ends gun? Is this just a distortion effect, because it spoils the picture for me.
The R2 Droid is looking very nice, I really can imagine him playing some great roles in certain scenarios. Your media is always great to look at. Everybody wants to get their hands dirty on this mod, I swear!
Yo! You are actually making the SwatKats? I have seen the airplane model somewhere and it looked good. I remeber the series and have watched it a couple of times in the 90's. It will be good fun in a GTA-Like environment, as you somehow need to fly out your jet.
Keep it up, hope you find more guys!
I'm always smitten by your releases. Its not only that your game looks pretty good, it's also all the little and big things you can do with it that thrill me. I'd like to produce a standalone game with it someday, but I wouldn't make an FPS-game, personally.
How much time do you put into this? With al the upgrades of lately, it seems like your putting all your life into this project. Even if not, you have my highest respect and admiration for doing this great work!!
The bug models are really nice for an RTS game! They look detailed enough to fit into your concept and whoever did the skins made a great job of it (can we lend him for Guardians :-))
Way to go, good team!
with such good drawings the models are really easy to make. I started a Dreadnought yesterday and got it half finished already. I'm only doing it for fun, but anyone who knows how to use blueprints in hismodeling software will take much advantage of these very clean pictures. And he has to get the armada ready, before sending it out to the modeling department, so that's good stuff for me.
Although... DrZais you should probably send out invitaions saying you are recruting people for this mod or star a thread about it. Get some coders onboard, because they are hardest to find;-)
Your Partisan, SinKing
Let's agree - this is not a total realism mod, but given the costume and the way they hold the gun, it would be impossible for these guys to actually see through the scope right now. They would look past the guns inner side and thats okay for shooting from the hip or with loose aiming. Maybe make another animation where they lift the gun a little higher and put it closer to the head. Otherwise great models and fluent movement.
Nice work, very fast pace for a game that will not be here for a while,
...especially the serpent-tooth on the upper front section. This looks very much like a space version of a roman galley on the front, but its hard to make ou the bridge ontop. Maybe the textures brig forth that kind of attention, because even though its sleek and elegant how the brdge looks right now, it may easily be missed, because this is such a huge ship. Also seeingthis in scale next to another will probably make it more visually comprehendable, because now the scale is difficult to determine, could be only a small vessel, but it really is a big beast. I say : bigger windows on the bridge, even though these slits look very fast and evil, I have to admit!
Is it a bird? No - its a boat! The thunderhawk looks much like a boat to me. Its a very nice render, but I wouldn't expect this tihng to fly at all. And what's that stick on the landspeeders front? Is that for attaching sausages to grill them on open fire. Nice models, looking good and all, but maybe a little overdone, I like less fancy bling on models.
It will come back, dude. Stop doing dope! ;-)
Thank you for the review methulah, it was very enjoyable to me. I really love the idea when I read about the mod some time ago, I just think there should be more features involve. For example: I think players really want to advance in a world and don't play deathmatch-like games, as they get repetitive without reward. If you are successful on the ship why not making it even harder to kill you? Players should be given bodyguards as a reward for good hunting, or they could get two-faced clothing (so they can change dress almost instantly) if they used a great diversity of weapons. That's only two examples. If you say anyone can spot you easily when you got bodyguards there could be bodyguards randomly given to the NPC Character's, too.
I haven't played the game, as there is no demo and I don't often buy a cat in a sack, but I hope Valve will offer weekend play for this game like they do for DoD often enough. I know this is probably not Valves decision to make, but it'd be a good idea to get even more players into it. As I don't know the actual gameplay, I can't judge if things like I mentioned are really needed, but this game so far sounds like fun for a couple of hours and no more. Its a good idea, even great Idea, but I feel it needs a little expansion.
If your level design is half as ingenious as your character design and seemingly also the gameplay, I won't stop playing this for as long as it lasts. Now here's a mod that won't ever lack a community. Thank you, for all you have done so far.
Damn this is gonna be better than Crysis. Looks amazing, great models lot of detail though probably still good poly count. Nothin looks overdone, but everything loks like i wanna drive it, fly it or shoot it. That's a good vibe I'm getting from this mod. Very professional stuff and hopefully the incredible Crysis physics will come into play and make this a huge open, accurate representation of (don't dare to say it) StarWars. How does Lucas Arts approve of this - its seemingly much better than anything Factor Five produced in the original franchise.
Good lord Helmet, why does nobody ever make a Spaceballs mod?