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!
You have a private leak -^? Wild stuff!
Looking good guys.
Makes me miss real acades, actually. It looks so awesome and we've had similar stuff in my town in the 90's. Just not as leet as yours :)
Dude, I had that problem and finally got my provider to send me a technician. It seems like these fast connections run on several "strands" (lines), so if some of them are severed, it keeps shutting off. Technician fixed it completely and I cursed myself for not getting it done earlier. If you have a similar problem, get it fixed now! You'll be happy, too.
Yeah, his stuff has "character" that's what I really like about it the most. It's almost like Matt's dudes are ready to whisper out the story of their life at you.
Will there be new animations at some point too?
CrazyMatt is still at it? I liked his work for insurgency and think he's great.
Very Gangsta with the pistols ^^
I wonder where he takes those pistols from, since I thought they were coming from 2 holsters around his chest. But the way these pistols are crossed after drawing them, seems odd. I mean, it looks kinda cool, but there is really no way to pull them out like that. How does that look from 3rd person/other players?
"****" and "Fresh" seem to have similar Glyphs in Chinese. I've seen stuff like "**** Vegetables" on photos of Chinese supermarket signs.
As to the exploding - no idea ^^
I know how he planned this! He took a coffecup ("to-go"), a squished, rolled up towel and stood them together.
Then his artful eye found that something is missing and he flipped a christal bowl and put it on top of the cup. Done! That's art-chitecture.
Do I have to pick up its poo? Because, you know, judging from the size I'm gonna need a bigger inventory for poobags ;)
I find this engine can compare to Unity and the workflow looks more hands on and practical than anything Crytek ever did. If I compare to Unreal 4 that's only because the engine is my daily bread. And U4 is simply amazing, yet still unfinished itself (e.g. Slate) . And there are hundreds of people working at Epic, while Dragonlord does it by himself. Imagine what 100 Dragonlords could create ^^
I also sent him some assets to see what the dirty materials would look like and how they compare. What would really make my day, is a modular material editor, such as Unreal uses or what I use in Maya. It's just so much more practical making shaders that way.
When is this coming to the standalone? I always liked the train map in the old FOF, but this looks even more varied.
Excellent idea there. All stolen from Valve lol, but EPIC is doing things well enough to stand on their own. I think for the common player it is too difficult to work with the editor, unless there will be a simplified version for UT.
This is a great idea, because it will let us mod the UT we want to see. After all, some of the best features in UT are derived from some of its mods. And its mutators were fun in the past, so this is like 1000x that.
I like this! I really like the dynamic lighting in e.g. Cryengine. I can work with simpler meshes than in Unreal Engine, where every mesh has to be closed/convex, as not to confuse the lightmapper.
I think the problem I see may be more with your current materials and textures than with the lighting itself. These very clean and straight textures just have a slightly artificial look to it. So, the lighting is probably great from what I've read here, just some assets that really show it off aren't there. Maybe I can supply you with the gun model I recently made (because it has a nice materiality+textures) and you could see how it renders in your editor. I just recently put it in U4 and it looks great and just like I wanted. The materials are definitely one thing I liked about UDK and like even better about U4. But your engine is just so cool and it is made by you, which I still find absolutely impressive!
Yeah, there is no use implementing things which don't work yet, but will be no problem in the future.
A few things about lighting and AO you mentioned. 1)In real life, shadows are always fading out towards the edge and get darker towards the shadow origin. You can see, e.g. how a table leg throws a sharp and opaque shadow at its origin and then fades more and more with the remaining color. Soft Shadows are expensive, however it seems you have them in areas that are enclosed by shadow, but you don't have that towards the edge (of the shadow).
You are saying the values represent sRGB luminance, however your scene is rendered in Realtime (with Physical Based Lighting? I guess), which uses linear values, i.e. 32 bit images. So which image lights this scene and what bitdepth does it have?
Maybe this is too specific, so don't feel obliged to answer. I'm just wondering if some of the features could be made to look even better. I mean - no offense - it is a great looking engine with lots of tools and features, but the lighting is not yet convincing me. How would you go about adding a lightmapper though, if it is all in realtime? And why would you. My head is gonna explode and so will this comment. In 5...4...3..2...1..
T(H)anks for voting?!
Yeah, I have seen his stuff, but most of it is very old and not exactly working with UDK (like all his shortcuts for UDK ^^) However, the modeling etc. tips are all still pretty good.
It has just been a pain learning all about the lightmaps and modularity for buildings. UDK did some pretty ****** stuff during lightmapping. What I know now is that it is best to have as few pieces of possbile when building something modular. It also makes sense to plan and build the whole thing first and then start with UVs and making materials.
It's strange - now I have these problems with Mega a friend of mine had. It just doesn't finish its downloads. After I do get it finished, the data is corrupt. I also tried the download to file option via my Mega Account.
Both types aren't working, so it'd be nice if you upload the demo to Moddb or some other site, so we have an alternative download.
Strange - I only thought about this mod two days ago. And now there is an update! A sign of god, clearly! Time to frag some carebears.
I'd go along the lines you went with Pirates of the Carribean: give us lots of freedom on seas and quite a few options on land. I really liked having my own island/villages and being able to expand my business as well as plundering/damaging my enemy. The whole running a business aspect is interesting to me. If it is pirate business or rum and spice trade isn't that important to me.
That makes me think, since the game is multiplayer, there could be clans or factions, so you would automatically have standoff situations, just because some chose pirates and others merchants. Add the different nations with their shaky alliances and you get something massive. Like GTA on seas - complete with multiplayer. A sandbox game.
So are you gonna stream the map, or is it all loaded? I guess streaming is the only option, right? But then you need a checkpoint system, which could be done with the camps you build. It's an interesting concept. I play a lot of Dayz, but the zombies aren't nearly menacing enough and survival is far too easy. The only fear there is getting shot by another guy.
Epic trailer :)!
8 years well spent, I'd say. Thank you for hanging in there!
Huh? where does this tile? I see two walls, two doors (mirrored) and pillars and the floor. If the units are that large you can just position them on the 0,0,0 in your editor and go for a Power of 2 size. Maya and UDK grid are the same 2cm=1 UU, so it snaps perfectly.
If the units are smaller than what I said, e.g. if the wall is made from 3 tiles that would be awesome. Because whenever I try that I get a slight shadow from the lightmap bake on the edge of an open mesh. I really need to figure out why that happens. I snap the lightmap Uv to the grid and it's big enough...should work.
Intersting! I apreciate the explanation. So I take it you made a Ltd or something of the kind for your studio?
Idk, I keep thinking about these things and I believe it would help so much to take a project into a serious direction to actually feel like everyone belongs to the same company. I'm just a little anxious to get it all started.
Is she starting to cast a fire spell or what's that in her hand?
I thought this might actually be some idea that wasn't done yet. Since we've seen everything else in Star Wars mods, I actually considered it a plausible idea.
Why doesn't he ever fight the rats, is he too chicken ^^ ?
Good work, though the fight mechanims feel a little too much like simulation. It's looking a bit clumsy, which breaks the immersion with the rest of the good looking game. Of course that may be the tradeoff worth making, if the rest of the game is done interestingly.
...btw - the lighting error in this model were produced due to the import settings. I later followed this tutorial and got clean results (see update of asset):
Fantastic looking concepts - and all just pen and paper. Impressive!
Wow! That's great for you, congratulations! Greenlight is starting to get on the right track. Can you describe a little bit how this will change/help your development? Will it help financing the development, too?
If you wanna give us a treat, post normal and diffuse maps and a wireframe, too. This is what makes these updates intersting - to see into the true development.
-4 votes? People who voted don't seem to recognise sarcasm, until it is delivered with the biased narrator's voice. I always liked the narrators arrogance, but looking down on the feeble minded is best enjoyed in small doses.
I like the name of the map. Like what you did with the city sign. I didn't get player progression entirely on this map. Seems like there are no things/switches that you need to do, in order to progress. Yet, looks good! Questions will be answered during playthrough anyway:)
Interesting. Why doesn't the engine have physics? Does it cost too much cpu power to calculate everything if it's not hardcoded? I think this is amazing to hear, since GTA always felt like random things happen. That's something I always felt and surprises me to hear is nowhere near physically accurate.
So interaction between any objects that may appear physical is just a hardcoded set of variables? Shouldn'that mean you can exactly repeat something in the same way, if you don't deviate from how you did it the first time?
Also, good video, interesting project :)
I reinstalled OG after almost a year of not trying any builds and I pressed "v" when checking out the button mapping. Had to laugh so hard and kept pressing it. What the hell is that button for ^^? These spikes of humor that show even in minute aspects of the game design make it so enjoyable for me.
In games there is rarely character development - which is the essence of most good (movie) screenplays. Story is not about explaining it all. It's about grounding the mood with a believable background.
I think to make most of the game as a physics simulation is extremely ambitious and a great idea. However, I wouldn't propose doing it with this game, but something else - maybe a funner game. The problem is the feature instantly makes me think of Team America or Thunderbirds. String Puppets may be the way for Pharaos to work their goons, but they don't appear scary at all; rather funny and disoriented.
I'd also suggest thinking about mobile/browser market. As much as I liked CURSE for HL2, I can't yet see the same coherence in this new game. Visually it can't hold a candle to the prior version and the new grittyness isn't represented well through the choice of textures and lighting. It all looks a bit flat and not rich and diverse like the original Curse. Maybe that's just all because it is early on, but if I were you, I'd question some parts of the design and hire an artist to work over some of your existing designs.
I know this post is long and maybe a bit unjust criticism, but don't take it that way. You have come this far and are that talented with so many things. It's cool you are trying this drection, but the game's concept is a bit unclear to me. It tries to do a lot of things, but a lot of it is hard to grasp. Imagine I told you I was making a game with a nameless motorcycle ghost hunter, who goes back to slay string puppets in Egypt - with a ball. That does sound like it's comedy. A little bit like Brütal Legend. Yet it is trying something different. And that's why you need character and a story, if you want to go down the deep and dark alley wihtout being generic.
Is that the famed Beast renderer at work? One thing about Unity is that it really fosters originality, because devs don't aim at making it as real a possible, but rather look for artistic solutions. So the games often look more original than their sophisticated counterparts (e.g. Trine), albeit not as beautiful.
I think you got an interesting development going on. The last time I played a comparable game was on my C64 I think. Some kind of Robinson game.
The only thing I'd change is the size of the foreground black blobs. They often seem too flat, instead of giving the picture depth. Instead make two blobs with slightly lighter shading on the one and size them both down a bit. It will still look like intended, but won't be flat looking.
Overall I admire the teams that can put an original artstyle at the base of their production, because they make the best progress and produce the most original looks. Your project is one of those, for sure! Watching!
I think it's Knight Industries, not Knight's. Looks cool .
Warning! to some this post may contain spoilers, but very mild ones.
the game is brilliant in this form. In the old mod you could bunnyhop all over the place and some friend of mine thought that was the best thing about it. People really need to listen and get into the mood and this works great with the imagery provided.
I always find it peculiar how people say "ohh these maps are so realistic" when they talk about the game. The cave and even the exteriors bare a strong sense of surrealism to me. The island situation gives it the encapsulated feel and the voice does the rest. I think that's the main success of Dear Esther. It makes you takes a surreal situation for real and learn that you were wrong, as the story unfolds.
I love this mod. Chinatown is my favorite map, but Isolated could be good, if it was possible to determine where which zone is. Spray some letters on the wall and ground...
Lensflares are a bit odd, don't you think? It's something I connect more with sci-fi, since the eye doesn't produce flares of any kind. Seems like a few odd thing are in the mix here, but I'm not informed enough to say more. Looks good.
I had been wondering how he made these concepts, until I reached "they are made in 3D". What an awesome job!And how much work for the artist to model, texture, skin, just so the modeller can take it to the next level; maybe too much work to begin with, but the results speak for themselves.
I recognize some of the parts I see in the weapons, the grip of the pistol looks familiar,etc. So did he first start collecting pieces of real guns and make a collague or where do these guns come from ^^
Great job, very unique and if you get characters to match this stlye, it will be most intersting to see where the universe of this game goes.
ahh, my mistake sry issued you one negative karma point. Will make it up to you :)
lots of my stuff can be seen here, too. Often revised a little:http://www.cgpad.info/forum/bo-sketchbook-t2218p2.html
I'm always amazed at how modern the German tanks look compared to those cute babies. But the Sherman had one benefit - there were many of them.
yeah, there is a distance texture for the terrain, which is the same size as the heightmap - in my case 2048x2048 Pixel. You can make texturemaps up to 16k for Cryengine.
Good luck! Screenshots are looking good, and I think the lighting is pretty realistic. They have a special look to them, too. Night is dark and lights can be beacons in the darkness. As long as not every scene looks like this, and if I can see what I need to to progress, it's fine.
Did you somehow stitch these together or changed FOV to make these 360° pics? They are really good!
Good Lord, it's like 3 ships :)
At the beginning of the video the hissing sails sound like an evil chuckle.
Why do I think "French" game when I see this? Are you French? I guess it's because the style of your character reminds me of Franquin. Ok, Franko-Belgium, then. Are you a Franko-Belgian team ;)?
The bad artists imitate, the great artists steal ;)
Nice going, love Doom 3 mods. Some really crack stuff found in D3 mods.
I'm missing a kick to the nuts as finisher ;)
It'd really be interesting to learn more about IsoTX business model. I wonder, how they make money on their games. Somehow they must, or else there wouldn't be so many games produced in so little time.
no explanation whatsoever, huh? Good fun!
Video looks great it just seems a bit surprising when you die. I canot figure out the HUD. Maybe you can write a little "explanation" for it? Great to see you're still working. And this seem like a perfect match for Unity.
Cool buildings - impressive workload! Congratz on the release!
There are different type of ammo, since Athena itself can be used as gunpowder. You will learn more about Athena Lore with new updates. Some of it is in the Athena Quickguid, which you can find under "Downloads".
only aged 100 - you youngster!
concept idea. nothing definitive. I'm just trying to come up with some original architecture for some of the maps.
Yeah Booman, I was thinking that, too. It shouldn't be too hard and would liven up the very dark left side of the picture. However, this is a production shot for a map of Athena, so I wanted it to be as clear as possible. I also produced a top shot of this picture (and more) for the mapper.
Perhaps I'll do that next. Since we can use vehicles and scripted scenes for AI, there could be some traffic going on. I think some cars would also help with the scale, finding out how large things are. Thanks for your c+c!
Well, you could turn around like you would in real life, but where's the fun in that? It would also make the game really short ;)
Yeah, this one was purely paint on canvas, no other sources involved. So is the next one (Los Muertos). What I'm trying to get used is using perspective lines. I should probably work on the contrast, but the effect of this painting is what often happened with old cameras an analog film. The particles on the film stopped being so light responsive and couldn't get those dark values any more. However, I realize that for a 1920's jungle painting, I'd better find a fitting vignette, possibly in 5-10% grey (and not black).
A layer effects. I only use them for the contour which I put around most of my paintings (If I don't forget it, like here)
Because they have roots, which go deep underground. In Spain you'll see a lot of dry ground and green trees. Also, this is a foliage test, not a biology lesson.
Great video! Underwater is a scary place.
Days? To be fair it's been a couple of weeks now. I've been working on this concept for a couple of days alone ;)
Thanks for the kind words, Ill try to raise the bar even higher with future concepts.
You employ shapes very well. I am often missing a forground in your images, which would give the paintings a sense of real depth and perspective.
I have to find time to play. Dammit, the list of mods I love is getting longer all the time - when am I supposed toplay them all ;)?
Great work, this is one of the great mods where you can win through skills and just have lots of chaotical fun.
Looks good. The overall Design of this game is more refined than that of some AAA titles. Nothing too original visually (in environments), but there is enough originality in the gameplay.
I'm a little bit concerned, because last time (2 weeks ago) I ran the game, I had some sound (loop) glitches, the wooden targets didn't load and the engine still stutters and feels somehow fragile to me, as if I could put a fist through every wall.
I hope a lot of things get optimized, because Natural Selection 2 draws more resources at the moment than e.g. Just Cause 2 does. Looking forward to the Alpha, though! I hope I'll be playing this map.
Another update to make us proud ;)
Nice work guys, nice work!
One thing I always miss in diving/swimming animation is the thrust forward after each set of movements. There is perpetual movement and there should be acceleration. Acceleration should be seen after every stroke and then speed would recline again.
Everything does look good though. Without a singleplayer in development this game really makes fast progress. I think it's a wise choice to keep it as simple as you can. Lots to learn here!
One thing I always wonder about are upgrades. While, in theory, there is plenty of equipment available to the divers, all the sharks could get is improved health and abilities.
I just hope they didn't bake a real Playstation 3 into this...
I like how claustrophobic things get in the corridors. This map looks like a real castle for once and not overblown like in most games.
Still thinking you should tone down on the lights. But great work!
that's great. now at least there can be a community for really modding this game. Do you think it will be able to make total conversions with the Path Engine, in the future?
I wonder how much more the tools are going to be developed. It would of course be great to get a hold of the map-editor Avalanche studio uses. However, I doubt that can be cound anywere or recreated. Modding the island itself should be fun enough, for a while.
Zombie Orca would be scary - but then again: what would it do, splash you with zombie water?
What you got against line battles? It's a different kind of game and when you got a good commander they are quite fun. Of course there is much more strategy involved in those maps, than in the capture the flag ones. However, some people (like me) like that.
Brummbär = Growling Bear
so what's it called?
I watched Red Dawn lately. That is soooo 80's
If you can re-create some silly eighties things like ugly patterns on clothes and the mullet-hair (on civilians) you'll be really close to thoses days. Oh yeah and don't forget some cool stuff in the shops, which was hip at those days. There is no end to props!
Man, real space battle will be boring - without all the explosions.
This is nice ;)
so what's he worried about - he's wearing shark-proof armor ;)
Reminds me of Arma, except the fantastic outer space transition. Looking forward to info on that!
This would be the greatest engine for a Stargate kind of game, or an entirely new franchise of a future world at war (like a big Planetstorm game).
P.S.: on their website you can see the transition to outer space.
The "video" is four seconds long?! Couldn't you put up something longer?
It serves its point though you have to re-watch it to actually get the atmosphere.
Reminds me a little of erie Tim Burton stuff so that's good. What I didn't like are the flickering textures and the way she holds that guitar. If you test it, I bet you can't hold an electric guitar like that for more than 30 seconds.
A neutral pose before "attack" mode would be good. Perhaps she could even strum some songs and sing, if you pause the game or stop walking for a while...
I know all of that and I have played every version so far - for at least half an hour. However, not so much the keys assigned to them, but the game mechanics themselves turned me down. Also, I don't want to save every ten seconds out of fear of doing something wrong, or tapping the wrong combination.
Now that UDK has been released Hegi and his men can fly!
Ah how cool - I was just thinking about playing some Haunted today :)
Incredibly cool looking mod with a unique atmosphere. Looks more appealing to me than Killing Floor.
Every time I think nothing else is going to come and uninstal Ut04, I have to reinstal the damn game for something like this! Hopefully there will be that many great mods for the new UT, too!
don't forget to shout "Pazaaaaak" when you win a round ;)
If it doesn't crash while doing all of this then Cryengine is miles ahead of Unreal now. Scalable, in Crytek's case, actually means something. I remember Crysis looked decent on my old PC with just a few pop-up glitches, while Unreal 3 without post-processing looked worse than UT2004 . Maybe it is time to take a look at Sandbox...
Beautiful work and great trailer. This is so well put together that I sometimes forgot I was watching game footage.
I'll be playing this if there is a release for S.A. - not this early release. I think it's cool they develop the mod for S.A., too. How much different can it be? San Andreas must give you much better options for additional (smaller vehicles) such as hoverboards and skateboard.
I like this WSIP feature! More accessible than the podcasts, more frequent than a review and nice and short. Makes you remember to try mods you might simply have forgotten about.
Fine concept artist!
I like this, it's very evocative. Do you have narration in the game? I think it might be a nice feat, at least as an option.
Cool Characters and good pricing. Brings some diversity to the players and adds variation to the looks. I do miss a new woman character, though, she was always one of my favorites.
Spawn some flowers, there is too much concrete. And a pink carpet...spawn a pink carpet! Tush.
When will you come to the real stuff?
Under water they have to make bubbles ;)
Very cool, especially when you consider close combat and different from surface physics.
Would be interesting to know why you bought a license in the first place, since you are creating a free game. I would think people would rather chose one of the renowned engines with good documentation than TGE.
Hmm, I could swear there were two other commments here, when I looked yesterday. Commercial games on Spring - IDK, why make a commercial game on a free engine? That feels like cheating, when other people create better engines from scratch.
However, the game does look original and judging from what I can see you put a lot of work into creating content and tweaking the engine. So I guess there is nothing wrong with making a few dollars, though I see this more in the 5-8$ range than above. Have you seen what games you get on Steam for 14,95$?
Will the most evil German of all times be in it, too?
Kaiser Wilhelm III
I think you need some more lights in the scene, perhaps a little less rain, so we can see how good the Catwoman mesh looks and experience the city better.
Thumbs up, I like the beginning! Will the weather change and will there be day/nightcycles or is it always raining and grey skies?
I like how he is trying to hold it between his palms ;)
So every vehicle has the "airscrew" for propellation, or is it just generally steam powered and orientally themed? The different factions will have different styles, I guess.
That's nice to see it would be better, if the black outline on meshes faded away after a certain distance.
Cool! I was curious about playing the game,so the Alpha-release is a great opportunity. I think you'r doing the right things to build up a fanbase.
"The GUI guy writes your code while he is on the TOILET." Not Toilette that's German!
Man, this could be a hell of a funny game with incredible power-up. Have you ever thought about making it multiplayer, so you can see your opponent in the air? Perhaps you could enter air battles for better positions on the drop.
This is a cool and fun concept!
I digg the dedication you put into this mod. Still making the game better and I think becoming a serious competitor in the competition, now!
excellent mood coming across, maps are starting to look really good. I would digg it, if you created a few houses, which aren't simple blocks. Everything else looks top and as long as it reminds everybody of something else that's pretty cool, too! :)
Good point hushpuppy, but else: amazing model, really cool!
Are you still making this alone? I really wonder what you can't do! A media update and PR by itself are lots of work and you manage to make this AND your mod, like a piece of cake!
Of all the one-man mods this is the fastest and most intersting looking one to me. Respect for your great work and dedication!
Cool stuff, always great to see your updates. Suicidal Temptations sounds not reallyright to me, but I'm no native speaker. I would say: Suicidal Tendencies, however.
I wonder how taxing your engine is on the GPU. What'sthe lowest system specs the engine can run on? Couldn't it be used to develop homebrew for PSP?
Perpetual updates showing good progress every time!
The ground looks a bit stretched, why are you using such a large texture? Going for a texture size that will look en-par with the industrial building (and not the Mech) will make the Mech appear even bigger.
Looks funny, somehow not very scary.
If you keep on coloring your lineart,
your colors will always appear grey.
I'm probably gonna end up using this group for my own work only and post entire novels here :)
Good thought to write those problems down, Dave. I'm not surprised how similar they are among all projects.
I think it's very important to establish a good discussion culture within a modding group. So one of my responsibilities as leader is to mediate between different point of views. Understanding other member's gripe of the project, helped me shaped my own vision and mine is just the most complete, not the most perfect.
Projects like ours live from change. Of course you cannot change the gamestyle over, or change the story to no end, but there are so many things, which are impossible to encompass in a first design document that it's necessary to stay open to change and ultimiately improvement.
To me a lot depends on how you interact with the team. So, if I get a finished Mech Model and right away demand it to be more detailed, I'll certainly **** the modeler off. I feel like we have to build up and encourage our teams and if you find good reasons to praise them, they will much more likely listen to criticism,too.
Making a mod, or a film is no ego-project.It doesn't help, if people are competing to be the most important part of a project. In fact, people who are eager to prove themselves too much will often fail. So that's another thing a mod leader has to know. What can you put someone up with and how quickly canhe do it? It may frustrate people and make them angry, when they cannot progress with an asset. Instead of taking the blame they go out searching for problems in other people. Luckily that hasn't really happened in our project, but the case you described with John seems that way.
I think you're doing fine and all the things you learned cannot be avoided easily. Even the finest teams die, when the leader sees no future, so what really keeps Cc going is your optimism!
I want to make a 3d model of you, so please send me naked pictures from front and side. thanks!
That's cool. Some big improvements and nice new character models. Good luck with phase 4!
How is less than 50 games small-ish?
I give some games away to younger guys from work and family. I'd say I have less than thirty games lying around, or in boxes. Probably ten or so, I'd kill for (once again).
It looks good, but won't you just get a cease+d from Microsoft for stealing their "intellectual" property?
I don't know about any Halo mods so far. Interesting project though, I'm alsways looking for homebrew stuff!
Gave me a big laugh, when I saw the Captain with his loot standing on the dragon back! Good, positive laugh, like PVK's always does!
I must say, this is the most ingenious mod I have played and it's near perfectly balanced and executed. You really deserve to win first place in the competition and got my vote on it!
Good luck and thanks for all the great fun. It's the only steam mod I play!
I don't get this mod. I tried it several times and it has a terribly slow hit and parry system and the maps are confusing like hell. Spawnpoints are weird, because I often got killed after spawning.
The only mod I know that features decent swordfighting and a good parry system is PVK's II.
meh, I'm the only one on Moddb, who can't paint...
I'm a ***** for names, I can't get anal enough about them.
What's the title's significance and how did you chose it?
Check it out, we have a forum. Pose questions there and a lot more people will see them and talk about them.
I actually got BF2 for this mod, when it was first announced. Then it was switched to 2049 and I'm still not sure, if I should get the game. It would basically just be for this one mod...however, if it keeps looking better and bigger, you'll leave me no choice but to buy the game ;)
I want a Noesis interactive special on who you guys are and how you came together to form this mod-team. Really absurd amount of detail in your models! Top Quality from what I have seen so far.
Strongest competitor for MSUC, besides Angels Fall First at the moment.
Except it's for Vice City, not SA...
I wish it would say "Seamen", instead of "Airmen" in your signature.
Nice go with releasing AvP2 Fortress, any new projects on the horizon, yet?
so there's the update! Wondered when ModdB would come to bring it up front. Great job Hegi! Got to download, now :)
Speaking of south park. South Park is Satire first of all. It's not only funny, it's tragically funny. So, if you don't want this mod to become a compilation of bad jokes, you have to find some major topic to it and create some ambiguity. The fact that you have chosen a "beaver" as character indicates it could be going either direction.
Just don't make stupid jokes all the time for the sake of it. Find a backstory to make even your jokes seem ridiculous and you get satire without too deep a message.
the quality of anthing in this mod is amazing, but most of all I like your maps, as you are really putting things together in High Quality, too. It would be easy to say: let's boast out characte models and forget about the rest, but you are trying for overall high quality - and that takes time and patience. Great job!
I know, it kinda goes downall the way from battle in space to the surface, which I think is a b r i l l i a n t thing.
I tried collaborations ample times and it's a difficult thing, because someone usually gets disappointed. I hope this works for you! If it's coding that causes most problems then a cooperation with other mods can help.
I really like your tutorials! That's the second useful tutorial I read by you, and the quality of it (with all the reference pics) is outstanding! Helps beginners a lot to get that much detail to attention. Thank you, Matt!
Thanks for supporting MechOverride ;-)
Thanks from MechOverride for watching us and commenting. Hope we can create something you'll enjoy!
Keep in touch and good luck!
cool! and will the lava, or any of the environmental features have an effect on your ship, or is it improbable that ships subjected to the harsh environments of outer space are affected by heat, wind or water?
I'd really dig it, if there were some submarine, sublavae and subterranean bases in this game, but I guess the plan is to have skydome-like cities only on the surface.
nice game, very addicting, though boring on the long run (though there are a lot of different enemies). It's the perfect little game for shootin' zombes for half an hour.
It's fricken hard on the higher levels, or maybe I'm not yet getting all the tricks. I like it, good job!
I'd rather have zero money, but win the license.
I think ArmA is probably the only game in the world, where the AI would lay down and face the opposite direction after shooting at you...however, I do enjoy playing it and there are some fixes out now.
This seems to be a huge project and will probably greatly benefit from some more community input. I look forward to a beta release to help improve what is there and make this a great Stargate mod.
What a cool thang! Did you draw these illustrations yourself?
Interesting to see text-based games return to the screen. I guess that's the perfect way to produce some interesting games for DS, which are easy to control and pose a different kind of challenge.
not bad, but some of the textures seem slapped on. The buildings don't look as good as they could, because windows ain't integrated into buildings, they are just outside textures. Nothing wrong with that, but better use displacement maps, so you have some overlapping and a little depht for your windows.
Thumbs up! The new system is really cool! Will our old conversations get stored somewhere, or will they be deleted when the forums are updated? So many precious memories there...don't let them dieeeeeee. ;) gj!
Indeed. I was gonna say the same thing. The animations are really amazing and very true to the original style. I wasn't aware this mod is a unified attempt at creating the greatest Matrix experience ever, but it looks like it can hold up to this promise.
Good luck. Great news!
thanks for supporting MECHOverride and I hope to please you with our future updates. Production starts on November 5th, so keep your eyes peeled!
stunning prizes. really makes one want to participate.
C'mon - admit it. You didn't even see it was a knockoff! Only now, I have opened your eyes and you are trying to widen your argumentation, but fail so miserably.
What kinda brands should one invent without running into a comical attitude? I can't think of any serious brand name anyone can make up that doesn't need reference to some already existing brand to be put in context. Just inventing new brands will make people go "What the hell does this mean" and they will abandon the mod and die ONLY BECAUSE OF YOU!!!
Joking, of course. Don't take it so hard, I like to mess with strangers.
the blur is kinda strange. It should be more blurred in the foreground and less blurry in the faraway parts of the landscape, but this is an overall blur, which looks like you got oil on a camera objective.
Nice pictures though, terrain looking better than ever!
this is so beyond good, it ain't measurable. The quality at which your concepts and models come along is breathtaking. When this comes to Unreal, a LOT of people will start to learn the essence of teamplay. Including me, of course!
Can't wait for this game to be ready.
Luv + Patience
what do you mean? You can see the tits - or what else do you want to see? Nipples?
good, thanks for replying. I don't mind waiting for this game and you can be sure I'll give it a thorough testing at any time.
Beautiful concepts man! Great pencil skills you've got there!
Are all of these hand-drawn and scanned, or do you use some additional techniques on the pictures?
You know - I never asked you to help my team out, because I felt you were gonna say "no" anyway. In the forums however you answered that guy who's making Sacrator mod. You said you didn't have the time, yet would help out, if the mod struck your attention...
Me and my team are making a Machinima on UE3, which is based entirely on modded content. We are using a customised rotoscope shader on top of it and hope to achieve a unique look to fit the Sci-Fi theme. I really need someone good to code for us. It won't be that much work on the coding side, but I feel we are gonna need a hand with it.
I'd be happy to send you more info (www.gaiamedia.de; bit outdated - we are gonna produce on UT3 not Doom3), but I understand that this may not be the kind of project you're interested in. Filling Floor (1+2) are great, btw. Almost been living in this game for a couple of weeks.
was really a good decision to merge the two enterprise teams into the Temporal Cold War team. Your updates are startnig to interest me, even though I initially thought to remake the weak TCW in favour of TNG, was a fault. Now I'm beginning to think it may actually be more interesting than a TNG mod, since alot of the stuff is so pretty to look at.
When are you going t give us a glimpse of the gameplay? This mod is hot - especially since I can't tell its the Steam Engine behind this.
nice weapon renders! how do you get these fuzzy shadows done? Is it just the material assigned to the surface below the guns, or do you use some tricky tricks? Wanna noo dizz!
Republic Commando - I think I played part of it and it was shiiiiit. Yeah, I know there are reckon ships even in parallel universes and far away empires, but no way you can reckon anyone with a speeder which has only place for two. And actually I was just kidding around. I like the model, but I also like commenting on comments.
Don't listen to Capital, he's got the most talented people on his team already. Come to the SinKing to rival his project. Come now and save 30% off your regular discount shoppings!
Just kidding! Great team, fantastic how you mod the crap engine to get more out of it. How far is the viewing distance in your game, it seems to top the usual 200 meters of battlefield at lenght. If this plays like it looks, noone will want another Star Wars game ever!!!
Yes, love it. Good model ingame, looks as bulky and heavy as it should.
I bet he shaves the part between his eyebrows to keep them from connecting.
Singstar and Gangster = Sangster. Of course there could be 30% Hamster in the name, too.
funny. the screenshots reming me of beneath a steel sky. don't know why, must be the cyberpunk adventure thing.
I can't decide which one is my favorite: plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug plasma bug or tanker bug
both look good!
Finshi teh mohd!
I like the way you illuminate your maps. Ialso like the color schemes - all the places look somewhat dirty and mysterious. Nice work as always!
A6? That's really a small one, too! You probably used a bigger document size and some more patience than me.
Have you tried painting with Corel, yet? I find it artistically more interesting than drawing with PS, because you get to use all the real-world brushes. After finishing in Corel, its really fun to do post-production with PS. Changing filters and cleaning the picture, adding some detail, background, etc...
Really good stuff cmoing from you. I think its great only a few people can rip something like this off as a standalone game for all to play. To say thanky you, is the least, we can do.
This is the only incredible Paintgun Game I know. Not only looks good, but also it has a special feeling of being one of a kind. Very convincing updates each and every time!!!
Mods that don't get released don't update that often. Also this project serves as a prequel to their UT3-mod. Since Unreal Tournament 3 is still months away they can take all the time they want to polish the mod. Some mods just don't have an eye as much on the fanbase as they have on the production.
That's a nice idea for a mod. Time travelling in a DeLorean was something I always wanted to do since seeying BTTF-series. Good luck!
ok looks perfect. game is done! release it now!
If only you had the power of early release. Infinity is really the best game I know.
he looks like he's been eating too much mudbox. good work!
The thing with getting inspired by something is to make something out of this inspiration which is better in many ways than the original. In this case however the concept is way ahead of the 3d model. The concepts shapes are and odd mix off blockiness and elegant curves. Its some kind of organic-mechanic built. I can imagine it zipping away like lightning, while the model seems somewhat dull and boring in comparison.
I see it must be hard to compete with Koshime's concepts modelwise, but they are very emotional drawings and you get a message from the subconscious which telly you what these machines are and how they behave. That's really the fantastic thing about Koshime's style: he breathes life into his creations and gives them an attitude.
I'd really say scrap this concept and start off fresh. Right now its even hard to tell which way is front when you don't know the concept.
Otherwise this is still my favorite mod, there is so much talent in this project and its all done out of sheer love. So don't my criticism too hard, for me it just don't feel like being anywhere near the concept.
Congrats on the release of Gutter Runners! I have been watching the mod from the start and you have truly amazed me with almost every new update. Also your position in the team made me laugh in a good, healthy way? WHAT DON'T YOU DO? Man, versatile people like yourself live the true spirit of modding. You can really do things with the engine, I can only imagine.
If you ever seek position in another mod team, I'd always welcome me to my team Gaïa. We are machinima oriented and could always use someone with your skills!
That's exactely the same video I downloaded about a year ago. So what's the news about the video??? I agree with M@ty - if you got news to show show them and not some old video everybody knows.
And Congrats on making the source version. Way to go (you don't need an award now, do you?)
Ah, in that case it makes sense. I apologize for not following the lore to closely. I had a feeling these guys might represent the old world order. Kinda the Conservative Faction ^^
"it's better to learn from mistakes than to repeat them." would sound better than the current slogan. I don't know if that's the original text you are using, but if so it is another of those bad Japanese translations.
Great job there, man! Wise choice of engine, as well.
What's that insanely large drawing about that looks like a circuit board (In the KS video)? I'd really like to know, because it looks damn interesting (reminds me of Frank Miller ~ Ronin stuff).
All the artwork and drawings are really unique. I'm glad your Kickstarter is working out!
Looks promising! Reminds me of all the great adventures from the 1990's. Will there be spoken dialog, or is text planned?
This looks really cool man! Great update, fun stuff!
Also - what's on that pizza? Sausage and steak? ;)
Pepsi can launcher?
Shouldn't it be a bit more apocalyptic and original? I mean, these mottos make sense in a world that still functions (like ours), but in a dystopian world, which has just suffered war and destruction from bottom to top, none of these seem to fit the environment.
You can tell soldiers it's for the glory of the country, only as long as there actually is a country to defend. These people will most likely be fighting over resources and radiation-free/low areas. I think their world should be reflected in their creeds.
Congrats on the succesfull Kickstarter. Looking good!
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!
Quite a good model. I suppose the textures are gonna change or will it stay this uniform colors?
Loved it, played the brototype and was hooked!
I never suggested using another engine, I just meant it from a 3d Modeler's standpoint. I know when I started using Unreal 3 and then UDK (ten years ago???), I was frustrated at having to work so low-res and tried to shave off polygons wherever necessary. That coined me very deeply and now that I work with Unreal 4 it doesn't really matter any more. What matters now is the material and UV-Otimisation in order to get fewer materials and more instanced materials.
So, I just meant to say that you can go pretty wild with the models these days, bevel every edge on a hardsurface and bake a normal map on top of that. It makes our models look nicer, even though they looked nice already on those engines that didn't have the performance of the current generation of Engines.
I'd say these shaders are pretty perfect! I really like the game camera, at this time. It would be interesting to see the map in different lighting conditions and with changing weather.
That is surprisingly good depth of field for a game engine. Not sure why the video of it laggs though. Did you use a lof of individual and large textures? This whole castle structure could probably fit on a 2k texture atlas. However, since GFX are standard 1GB these days, and they will probably be standard 2GB within the next 20 months, this development is probably geared at a high end pc (today), which is the budget PC of tomorrow.
Really beautiful weapons. I wonder, how Unity deals with the reflection on the metal parts. Will it be reflecting from a skybox assigned to the metal or will you actually be using the full Global Illumination set with realtime reflections on metal? That would probably be really costly, but I'd love to see a scene with all those features switched "on".
Also, why are you developing at snail's speed? I mean this is all impressive and so on, but a sword model = one week's work. The temple/castle, maybe another three weeks and a couple of days for props. I'd expect to see a lot more updates here, though I cannot deny the quality.
About the crowdfunding campaign: please do make sure it is understood that the game will essentially generate different world map locations as a playable map. The idea that this game takes place in Finland is deeply rooted within me (because of the images), but I know that this is not the end of it all.
To supporters it must become clear that the features will be the same (or similar ones) like in the Alpha, but the environments and scope of the maps can become anything from a valley to a desert, thus coining priorities through environment and not just through decisions and conditions (e.g. weather) the player makes and encounters.
Awesome! These models are getting better and better. And now imagine working with a recent engine - you can have 4x the polycount and it won't as much as cough.
I like the individual detail and that you made more than 1 bag model to keep the diversity. Aren't you sometimes afraid to lose track with all the models and textures you create? I am working on a spacestation, interior and exterior and already get so many textures. And that is despite using Master Materials in Unreal 4 and having many shared Texture Atlases (is that the right word?). I imagine if you switched to Unreal or Unity, you would have no problem getting to work and feeling right at home. But the amount of assets and textures you have for a project this size must be overwhelming, sometimes.
Also: I like your little guessing games in the updates. Cool feature :)!
I am intrigued, even though you are not making a mushroom-picking simulation. I just wonder about one thing - isn't this game taking place on Earth? Everything looks down to it, except the planet/moon on your new screenshots seems very large and blue to be mistaken for Earth's moon (ever though about why all the other planet's moons have names, but our moon is just called "moon"?)
I dig what I see this far, but I remind myself that all I'm seeing is a well-made map, not a game. I'm sure it was more than enough work getting this far with it, but I still don't clearly get the intention or direction this game is going to take. It seems like something like this would need a strong narrative like Dear Esther or a range of underlying systems beyond cold/warm hungry/fed to make it more interesting.
From a writing standpoint it could be interesting to add competition. You might find out you aren't alone, but you are competing with others for the same resources. Then you could have a choice between confrontation and cooperation. However, that's pretty generic again, so let's see what you will do on your own. To me, this game highly looks like it could have metaphysical aspects and a moral story ending. This doesn't mean it would be narrative or story driven, it would just mean working towards a goal, a finite solution for the game design. I keep watching this, updates are always nice!
If you called it Brütal Nature and added a generic metal soundtrack to the video, you would have 10 000+ new customers ;)
The building in this game looks really good, since objects are actually grounded in the environment. Very interesting features in this one. You have my ongoing respect!
Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.
I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.
I like some parts of the shader. It is almost giving an impression of being "rotoscoped". The question is, how well this holds up in gameplay, as with motion blur and Unreal's lighting these shaders usually work very well in some places and other's they don't work on at all. Of course, I can't speak for Unreal 4, but with UDK there were always these kind of shader issues.
Looks more like the mechanics below a sun-shade roof than a bench to me. Whatever it was - I really like the texture.
Ah yeah, thought so. I mean, why would UDK have all these video features, when you can just import a video, right ^^?!
Nevertheless, nicely done! The font is maybe a bit boring and plain, but I prefer that over a font I cannot read properly. So yeah, still good job here.
Kitteh! Are you a kute Kitteh in siz gaim?
I dislike your textures on this one, except for the bell. There is this detail that makes stuff appear washed out and faded, but not really old and bleached. It's just all getting dull-looking.
If you want to make something look sunburnt, etc. try the effect less uniform. I mean, these poles for example should have some color variation from top to bottom; at the bottom and top they will probably have most of the tarnish, whilte the center has been bleached and touched much more.
The textures on it (except for the bell) look very lowres. I don't really see why, because these UVs could be arranged to cover a lot of UV space, yet still be modular and overlapping. With these muddy textures you lose some detail and defintion again. In the progress every material looks the same; except the bell obviously.
Ah, there it is. That is the game I kept confusing Hanako with. Yeah, this looks good. Great lighting and textures! Are you gonna have DOF like this in the game?
It looks awesome if you find it in a future space station floating near a nebula. As an asset it isn't a bad model (unlike the watch, for example). But the watch is a far more believable asset and fits the game world better than this sophisticated syringe. The last time I saw something like this syringe was in the movie "Edge of Tomorrow".
This is the first time I hear someone say Cryengine is "easy". Sure it has an amazing level editor and tools, but the shader workflow and the proprietary formats (require their own exporter + setup) for models is a pain in the ***, compared to Unity or Unreal 4. I wasn't happy with Cryengine, but I use Unreal 4, which is currently combining the good parts from Unity (simple importing, good tools) with graphics on level with Cryengine.
You might regret this switch, once you have to deal with Cry's mannequin system and the proprietary Crytif export (and the proprietary model exporter) needed to use their engine. I'm not a fan. I want to make stuff in Maya and get it into my engine of choice without using any bizarre formats and custom exporters. Also the Cryengine documentation is quite lacking. There are actually several versions of it for the different engine updates (which happen often, before they are properly documented).
Sand burial is a great addition. Good stuff!
So what happened, why did you cancel Kickstarter, even though you had reached your goals? I have never seen that before.
"Fixed bug where logging on after the server had been running for exactly 10 seconds might cause the user to not be able to see NPCs."
The kind of bugs you have to expect when making games is really weird. Finding out alone that it only happens after exactly ten seconds must have been some detective work ^^
Toilette ohne Tür? Welcome to the future!
Cocaine Crystals - worth a fortune!
Kidding, always love and loved your artist's work. Excellent materiality and lighting, great colors. Cheers!
Makes a lot of sense, how the weight is distributed with the VTOL. What do you do with these models? Are they just for fun and rendering?
You modeled these or how...what? I'm confused, because the last time I saw a model of yours it was Lightwave or some old program, but this looks really good!
We should send someone up there to build a giant spaceship out of all the junk.
You can share with yourself.
The donkey - such a smart tool when you are wearing nothing and need a recharge for your iPod!
It doesn't seem like asset production is a focus though. And you need a lot of assets if you are going to release in 2014. Which I thoroughly hope, because I have pre-ordered this game 5 or more years ago ^^
I like the new crossbeams, and I think you did some work on the other textures, too. Looks great! The wood is also nice, but what are those black dots for?
Have you baked lighting for the map, or is this the preview light/shadow? There is something about the light. It seems to me like shadows are too bright and surfaces in shadows are too bright, too. And AO seems to work in corners, but not between objects. For example, between sidewalk and around buildings (on the ground), there seems to be no occlusion.
Lots of tools though and all seem to work as advertised. I like it!
You say it! I bet a lot of people would love to just create what they have in mind, but in the end it will always take preparation to get something nice.
The hardest thing about 3D is that somehow you find out all the ways to do things wrong first. I'm really happy to say the "wrong" stage is over. There's always new stuff to learn, though.
Well, you still have to make the highpoly and work on the normals. It seems a bit futile to me to make 2 versions (at least) of the same asset, but that's how the technology is now.
I'm waiting for the day when I can just model the highpoly and paint right on it, convert it to game-model and have a play. A lot of time with 3D models is lost on all the work nobody sees.
Pretty clever concept. Maybe 10% painted and the rest kitbashed. Looks awesome, but maybe with another scope (or slightly smaller?)
What do you mean? This model is in Maya.
Interesting, thanks! I actually watched Making of Elysium and District 9 for research for another project, when I made the sketch of this rifle. And I watched the making of "Oblivion", which also ties in; I was dealing with environments though. Didn't concentrate on weapons and gear then.
I never thought about it that way, but clearly what I was doing otherwise affected this design and style a lot. Interesting, how we subconsciously work on design ideas, just because we are consciously dealing with these things in research. I never planned for a weapon though. That's the part that inspiration provides. Important thing to remember is: without research = no inner development.
Get it done already, so I can sink it again ^^
Good job, congratulations as usually.
Cool! I love the ceiling. And those reflections do a lot for ambience. Never heard of iRay before, either. You really got that Star Wars look going.
No, it always takes on the size it has in that level.
Lot of the questions you ask can only be explained through trial and error. You could just try out what happens yourself.
I also realized that nobody stares at the figure from really close up, as it will only be part of the greater ship. So if there is that kind of detail makes virtually no difference. As long as it isn't painted with realistic skin, but really authentic (which I have no doubt it will) colors.
Where you there with Worf, Data and the rest of the Enterprise? I think I saw you in that movie!
These are some great examples!
I'm just wondering how large you can make these "windows" and how well they hold up, resolutionwise. I've been thinking, instead of the usual parallax planes or mockup buildings in the distance, why not use this "window\" solution, instead.
With a good enough HDR cubemap, you could pretend, there is a starry sky overhead and a mountain ridge behind that mountain you start on. And then make the character walk towards the actually level without ever realizing he was standing right next to the border of the map.
This thing is so wild. it messes with my head. I would place a "window\" like that in the entrance of buildings that are very hard to model, e.g. cathedrals. Place a blocking volume in front of it to keep them from going in and make it plausible with some signs (e.g. "closed mass for Peruvian Priests only") Players would still get all the atmosphere and sounds and looks of it. They could meet their mark later, as he/she leaves the "private mass", and so on.
Man, the stuff you make opens up entirely new possibilities. It's great every time!
That's a great idea! This technology is so convincing though that people will probably try for hours to get into one of those "rooms"! Beats bump-offset and all UDK can do by miles!
Smart moves and yeah! I have lately been working a lot with the kind of modularity you describe. And it will definitely work with the ships well, because they are pretty high res models after all. From my experience engines handle more geometry much better than additional draw calls. I'm certain you are on the right track!
What about occlusion culling and distance culling? Doesn't CrySDK do that automatically (like UDK)? Sure tweaking LODs is gonna help. but there should already be some optimisation done by Cryengine itself. It's a lot of boats, but it's only one model/material and no animations, etc. So this should render okay (like it does), but I'd actually expect better frames by default.
Great effort, looking good! Wouldn't it be great though, if the characters turned towards the screen and player, instead of away from him, in the character selection? Seems like all you'd have to do is rotate them 180°.
Also: Selene! Nasty ;)
Hahah, I love the personalized 3D rendering image from the Kickstarter page. Take a nerdy white guy and turn him into big-bad-muthafucka, from... uh - another race ^^
Quite funny to make a white man black meanwhile talking about personalized 3D rendering. Though I do like where that is going. Mix my photo with David Bowie, add the Hulk and put that as my avatar face on an Asian body, pls!!! Mad stuff.
Yeah, those temple images are all amazing. It has a very unique stlye. Somehow what Fable coud have been with proper art direction. Of course you are a different game than Fable, but the saturated lights and colors mixed with areas of total darkness keep making me think of games like that ~ fairy tale nature.
Why did you upload all the images again though? The comments from the earlier images are all lost now.
This seems a bit small for 50 cal. Stock and mag look more like a combat rifle to me. But the shape and design are really nice.
So many seamen...
Or is there a lady? What's that in the white shirt?
Cool! Is that one of the cars from Mafia or did you model that aswell?
Is that a Zebra? (excuse me, I'm short sighted)
Overgrowth GTA San Andreas style! Can I workout and do drive by shootings, too ;)?
Fatties need their own animations, but they already look fun!
Guys, support this game by adding to their Kickstarter! It's really important they meet their goals and for some reason they don't advertise the Kickststarter very well.
If we all chip in, we can still save this game in the few days remaining and give some developers who really deserve it the credit to continue their amazing work!
Why does it say it uses Unity, yet I get it in my CrySDK updates?
Amazing! Totally Vampire Atmosphere :)
Also, I first read in the description "A small demonstration of the Vesuvius glory hole"
Thanks god I read that again ^^
I'm still waiting for him to reach the lever.
Wow, this is really great architecture! And can you enter this house, too?
How did you do roads? I tried various ways and using the spline tool seemed the best, but also had its issues. Did you make one mesh for the entire tarmac road? Or did you make it modular?
Every project and image I see makes me want to ask questions and learn from them.
It doesn't seem that large to me, but I don't know how big the main parts of the map instances are. From what I know, instances work like "going underground". Pretty much all rendering of anything else stops, it's like being on another map for you.
I wonder if the instances all load up at the beginning or if the engine can somehow stream the content. I thought for an instance to work it always takes some loading time.
also: new hud? I really like the old one for artistic reasons. If it would be upgraded it would sure look nice!
so in conclusion: life has become the internet.
I get an error when unpacking the 3rd part. Some file seems to be corrupt. Am I the only one getting this error?
Jesus - you know your planes! Up to now I was happy to know something called a SU-25 exists. Now I know its whole family.
Nice looking model and textures, though these models would really "shine" if you put a gloss map or specular and possibly a cubemap on the material before you render them out to us viewers.
Great concept art and atmosphere! With the demo coming already in December, hopefully we'll see some Unity screenshots soon :)
Yeah well, I am one of the people, who had a FB account and shut it down forgood (and what a lot of work that was...they were haunting me with mail afterwards)
I will check updates here, though. I'm glad you take criticism the right way. Surely you have more insight into what the art is about. I am just stating my points of observation.
Will they beam people up and anal probe them?
This guy surely likes Lions ^^
His head is too small, imho
This looks underwater or inside a cave to me. It's great looking piece at first glance, but most of your other art made a bigger impression on me. The forest aspects weigh lesser than the cave-like feeling.
It seems like Moonlight is coming from above, yet the light bumps (on the left) are quite saturated. I just don't know. Surely well done, but not as grounded/researched artwork as usually, this time.
add some ground fog perhaps? And a dynamic lightsource for contrast?
Cool! I really like watching people sculpt. It's so much fun.
I suggest Mudbox. It is so easy, you will kick your own nuts for not having done it before. You can bake all of these directly in Mudbox and get a 100% clean Normal Map. It's only difficult to bake a few things (like overlaps, cavities) directly in Mudbox. But then I just use XNormal.
I'd try using the full range of the pencil with these. Where there are shadows, go full pressure on them. You can also try to use and adjustment layer in Photoshop to turn out a bit more contrast (ctrl+M or ctrl+l work too). You will see it looks even better then.
My first choice for a pen is 4B or 6B. Never by HB!
Can I shoot a clown from it?
Strange, I thought you wrote you had stopped development of this project some months ago. Maybe it was just a bad dream ^^
Glad to see it's going, because I like the style and look.
These environments must be pretty fast to model and get ingame. Characters and weapons are a different thing, though.
I think it would be interesting to hear a bit about the struggles of getting a game on Kickstarter. I've always wondered about the "trust issues", since you need someone to create the account the money goes to.
How can you solve the problem of one guy just running of with the money made on Kickstarter? I always believed it was difficult to do, when the Project Leader is not US-American. I'd read that article (if there was one ^^)
Oh, and also: congratulations!
One does not simply walk into Mordor?
damn, this should have been:
sucks to be tree :)
I like "Crowbar - replaces Crowbar" ^^
Looking great, nice texture job!
Hey is that the ship from the Enterprise movie ^^ Is it the enterprise? Maybe it's just the colors, but it instantly made me think of that Next Generation movie.
Most of all EPIC's deal sucks, because they take 25% of everything beyond 50k. So if you run a kickstarter campaign for 100k, 25k already belong to EPIC. And from then on 25% on every other $ you earn.
It kinda sucks, but there is the option to get the fully licensed Unreal Engine, instead of UDK. I think for some projects that is the only way to go.
Yeah, but Unity is fine too :)
Knife catching is ace! I haven't played OG since half a year, but I'll download the new build and play around with the editor some more.
It still looks like you can die too easily though. I like fights with more than one enemy, but chances you're getting your neck snapped are too high. Well, maybe not anymore. Off to testing the new build :)
Van Halen Guitar on the shelve, too and one of Eric Clapton's old ones ;) at the bottom.
I like all the characters, but some of the clothes could be a bit darker.
Really? That's interesting. The reason why I thought it couldn't be painted is because the sides behind and below the arch have some depth. But I see now, how there are basically two cubers at the bottom and one big in place of the arches.
Thanks for explaining. Games are nothing but smoke and mirrors - and a ton of work ^^
Shouldn't it be Warhead-Ache ;)?
In my opinion Clark is a perfect fit for the Ouya. It's one of the most promising titles on Unity and I wish you all the best!
Don't have the witcher, can't use. Rage and this kit are more or less just map editors to me. I want to add and edit content. Then it would start becoming useful. As is this is more or less a tool to learn working with Red's engine.
Excellent models and textures. I suppose the triangulation is only visible for demonstration purpose and won't be visible ingame?1
Dangerdane - this is Unity Engine. You can find the engine for a project on the top right (in the Profile). Borderlands was made with Unreal Engine 3. It's a similar style, which is probably a shader. You still have to paint materials to look this nice, though.
I really like this game and its design too ^^
"Meesa happy to flyyyyyyy. Whatsa dissa button do?"
Great Gungan model, but don't they have weird feet or something, so they can't fit into these standard boots?
Looks great! Only thing that bothers me a little is that he seems to be wearing a modern t-shirt with a v-shape neck opening. A naked, tattoed chest would looks better, imho.
The material compound for the tank looks intriguing. I can't see that much of it, but it seems they use a different shader setup than I do when testing my textures.
It's just so annoying, that (now) after replacing the wheel I had to do new bakes, new (partial textures) AND new smoothing groups, in order to reach my old state of the art.
It's frustrating to have to go back and do things over and over. But I guess that's how you learn to make fewer mistakes. However, be prepared to rage a bit when you are fixing assets ^^
Just a lot of Tris, lol. Soem rocks have to be prettier than others.
What's wrong with using Gmod to create a trailer/teaser? I don't know if it was used, but it's just like you're saying "lol, they used After Effects to make the credits." It's just helpful software. As longs as it helps set the mood, why not?
It looks interesting, the few scenes I see are well put together and reminiscent of other recent games (e.g. Prototype). Now you jut have to make the game ^^
Inspired by a tennis ball ;)?
Quite good concept, but on Source Engine this won't look as good as a model. I guess it is because of experience with Goldsource that people chose it over engines like Unity or UDK.
Very cool. Love the droid movement. Good designs at work here!
On the exterior the normal maps don't seem to work. The top floor(s) also look very BSP-like and plain. I don't understand the triangle part of the roof. Why is it there at all?
And finally, shouldn't the pillar on top perhaps use a different material/texture? It seems possible that it is also made out of bricks, but I believe the more common way to create pillars is from slice of stone on top of each other.
The interior, on the other hand, looks much better. I don't know why you call it a cafe though, when it looks exactly like a vinyard, or whine shop. I guess, more will follow.
I already saw the quicklook on Giantbomb and they were pretty pleased with the game. The only way you can tell a game is not AAA (in regards to its budget and team size) is because most of the indie games seem to be multiplayer only.
I'm fond of writing stories and seeing them in games, but I don't miss it too much in multiplayer games. I think singleplayer really only makes sense these days, if you can offer some decent coop.
So yeah, congrats on the Release, This, Primal Carnage and Natural Selection 2 have been on my watchlist for a while. So what are your next steps from here? Also, is there a way to read up on your development. I must admit, I didn't follow a developer blog or anything for Chivalry, but would be interested in where it came from!
Good variety of maps, some interesting game modes, lots of guns, bullet time (in multiplayer?). Awesome!
What I didn't see was the MoCap animation. Players just seemed to turn into horizontal position when shot. You could also show the images a little bit longer in the next trailer, since some of the flashing at start and end left too little time to see enough.
Good luck for the release on Steam.
That is impressive! Did you work a lot with photo of the original actor, or how did you do the texture/hair for the most part? Very good!
Holy mace, I'm amaged! :)
great design and mood. D3 engine still has something awesome about it.
Maybe call it "The Castle of Blind Souls". I like the whole atmosphere, but would appreciate a reason for the extreme short-sightedness of the AI. I like the concept, but with a catchy title it all suddenly makes more sense ;)
I think FOF is great, but when I tried to play there were less than a handfull of servers online and they all had a horrible ping for me. Which is weird, because the last time I played it was extremely popular. I just lost tracks of the mod.
So, you say you don't want it to be bigger, or you are doing it for the lulz. But FOF could be bigger, with decent PR, enough updates and more ideas from the community incorporated. It is already such a great mod with a very distinct feel to it. If you chose so, you could go far with this one. I know I'm not the only one who thinks that. Jump on the "Django" train. I have a hunch western games with a sense of humor will be much seeked for, in a short while.
Wow, it looks a lot better with shadows. They just add so much realism and depth. Would be great to see -if it is an easy fix. I not, nevermind. Your work is impressive enough as it is.
Also - have you noticed how that shiny Titanic Mod for Cryengine seems to have gone nowhere? Persistance is key :)
Sometimes I like the scaling, sometimes I think it's off. In this exsample, floors beds and table look alright, but the workbench and the chair seem overly large for the character.
It looks interesting to dwarf him like this, but it draws the intention/attention away from the char.
1. Too much lense flare
2. Lense flare comes from actual lenses (cameras), not from human eye. Admitted, it looks cool in games and it can be used, but be aware of the shape you use (round/square/displaced) and the amount/size of lense flare.
The latest Crysis (3) tech trailer shows how lens flare looks interesting, even when it is used a lot.
+ Colors and atmosphere of the game look great and really like a horror game. I can imagine it will be very scary. I hope you can bring some sort of momentum to the swordfights, to make it feel like you are struggling against the force/mass your enemies put into every swing. Good work!
Thanks. That mod is a huge inspiration, though I should really be doing something else, right now. In fact, I am - modelling butt ugly jewlery for my final school stuff. So annoying, so damn annyoing...
thank you, happy trails :)
I don't claim to be a specialist at baking, but from what I've tried, heard and seen so far, the state of the highpoly is pretty irrelevant. The only rule that seems to apply is that your Lowpoly has to resemble the highpoly shape, in order to display the detail correctly.
If the lowpoly has a too uneven and jagged edgeflow, it will cause errors (visual distortion, displaced detail) when you apply the normal map. I'll keep you posted on progress, but I'm busy with boring **** for my (final!) school project.
Thanks Cit! Long timeno see - I have MSN back online now.Would love to hear from you.
I too noticed that the edgeflow on the grip and some other parts isn't ideal. I usually smooth the model to see the problems.
Your spot on there and I'll try to fix those, thanks!
I thought a side-view would be good, since the concept is the same view. When it's more complete, I'll show some better views.
Hehe, good observation! I tried to make the grip the other way around, but it looked wrong. I guess that's one of the disadvantages of organic design.
So where did you get the camo pattern(s)? They look like a fairly high resolution and are very cool.
Pimp my pimp. Joined ^^
Hah - cool and original! The grip seems a bit unpractical to handle, but I like the design. Did you color this later? I didn't yet see any white/blue gun parts in Pimpmygun.
Beide Deutsch aber Englisch labern, lol. Wo ist mein Kommentar? Ich hab mir das Video 10x angesehen. Ist so geil!
This ship must be hells fast with all that sail and that sleek hull. I can imagine it is very manoueverable, too.
Thank god it wasn't a nude beach!
Geil! Hab ich gleich zehnmal nacheinander angesehen ^^
Thanks peeps, yeah he's kinda a ghost. Good find. You have sharp eyes ^^.
But it's different. The backstory is a lot like the Matrix or Vanilla Sky. Plays in a world where a lot of things are going flipside, and you can't ever be sure about what's real.
Great! Studying the wireframe on the link is a real help. I usually don't make enough separate pieces, so in the end I have problems when it comes to rigging/weighting.
I should create more low poly characters and get into the workflow. That really makes sense. I'm always fascinated by good characters, however I mostly stick to architecture, at this time.
It's a quick way to explain things. What I'm missing in the briefing and tutorial is the fact that everything in game-creation is iteration. For example, your art director is your senior concept artist and therefor controls his own work. Had he had an art director, he would have told him that humans have hips and to check his anatomy. The entire lower part of the body doesn't match the torso and lacks volume, except where it is unwanted. Iteration would have helped create a better low poly model.
If I'm not mistaken your rig isn't symmetrical either, so there are some small dohickeys. It also seems like there is not enough subdivision in the knee area, and I'm not sure if you modeled the shoulder armor seperately and merged the model afterwards (as it should be done with hard surface). As it is you might have trouble weighting. Also, most people model at least head and body separately to have more UV space to use on the detail skin.
It's a good tutorial, however the model is very basic, you should make sure everything is right about it, before recommending examples that may make people wonder if they are doing it right.
I think he wants to hang some paintings and dropped his hammer.
I like the textures and how you apply different lighting situations. These are impressive results, because of the clarity of your vision and flawless execution. You seem to like colorful, so I'd stick with the medieval theme(s) or something slightly cartoony.
I'm currently Concept Artist for Saber Rider and the Star Sheriffs. I'm not sure if we need texture artists and mappers (it's a small team), but I would recommend you, if you chose to apply. Gj!
I played and stopped. It was very nostalgic and nice, but I couldn't get past a certain mission and skipping didn't work; it's supposed to, though.
I might touch this game again, after it's patched, so skipping missions works properly. It's a very hard game with some great moments. Overall a fantastic achievement, but story and acting didn't exactly thrill or surprise me. Gameplay did.
OMG - what happened to the other apples? I have to find out.
the real name of the engine is Waynetech and you are Batman°^!
I like this engine, the LOD is smooth enough, though it could load faster. Idk how the lag is with a lot of meshes turning lods at the same time. But the doughnut is a good example too. Round and shiny on the outside makes it easier to spot LOD shift, so the result of this rant:
Wayntech Engine is very nice, keep it up!
Thank you guys. I think I need to paint over the smoke, since something went terribly wrong there. It looks like this chimney is blowing up a large balloon :)
Thx for comments!
Great work! I like this engine.
That looks interesting. I see things I never notice while playing the game. Like the cubebox reflection on the car, showing a city street. In the middle of the forest.
I love SA and would like to reinstall it. There's so many great mods for it, I should really do that. Your mod seems making it worth even more, now. But what's up with the mayhem and the insane speed? Did you tweak the cars to drive that way?
Looks truly great!
sculpted in Mudbox. the size of the map is determined at importing the heightmap into CrySDK. I made it a little bigger than I wanted :)
Great pictures, nice to see her afloat and getting manned ;)
cHendler is right though, it would look better with shadows, maybe you can bake them into the texture. That is, if the weather situation is persistent. Otherwise you could only try baking AO to the whole ship.
I like this clean look though. It's safe to say this is the best looking set piece for Mafia, ever. And the biggest.
Lol, since when is Doom 3 a bright game? Have to try this out though.
This looks like an RC-car I used to own as a kid. I like the stockcar design :)
Yeah, suspension is looking good, too. I'm a big fan of Initial D and always hoped someone would come up with a racing game that is accurate enough to let you recreate some of their driving styles. Good job.
How is this connected to Bohemia Interactive? I'm a big Arma fan, but it's even greater to find out they support some original games, like this one.
Will it work with the free version of Arma2 or only with Retail. I only bought Operation Arrowhead, but I still want to try this mod. Great update to the original.
There is no engine like Cryengine. EPIC will lose a lot of indie games to the better conditions and software Crytek has to offer. If there was a mobile version, I'd already have switched to Cryengine, entirely.
That's UDK's last plus now - though I actually start prefering Unity, lately. UDK feels like it started strong, but Crytek learned from EPIC'S mistakes. This is great! I want to see a lot of new games made with the best engine available.
Cool, so this is a heavy storm, but not the heaviest? I like the improved lightning, don't know what's different with it, but the whole storm feels more violent.
The craziest thing is when you are getting into storm during a sea fight with another ship. I had two of my ships sailing against a pirate convoy and suddenly we are in this heavy weather and a twister circles right next to the ships. God - that was scary. I actually lost a ship there, but at least got away alife. Love this kind of variation. Twister was the highlight, so far, but I think some kind of wale-monster or tentacle attack would add some more insanity. Maybe mark a zone with "There be monsters", like they did on the old maps ;)
Anyway, cool game, great updates - always! I'd like to know if there is any chance for coop, or online play, in the future. That would really put the lid on.
nice, good luck with the interview!
What's next? The very large room? This is so exciting!
Whoah - she's looking just great! Are you sure this will run on Mafia's engine? The model looks like it's a lot to handle - and there's still lots more detail to come.
Here comes the crocodile. Or am I the only one thinking that? Looks great!
isn't this just the human beasemesh with too big a nose and lips? I'm not impressed, this time.
Good! Touch up either on the cloth or his face with a little yellow/orange, so they don't look like the same material, I'd say. He's very ghostlike as is.
Also, was that a deliberate decision to make the arms so unproportionally long? I know I asked before, but I can't help thinking that looks odd. And finally - why are you rendering in Marmoset and not in UDK?
Add blue to an image and it looks Sci-Fi... why is that so?
Perhaps because of the muthafackin' spaceship ;)
Doomstag, can't you take a bit of constructive criticism? I'm fed up with players harassing others, as soon as they have a different idea from someone else. This picture is put up for C+C, so learn to take an opinion for what it is: a standpoint open to change.
Fine work. I love that map! Any chance of giving us some video drive-through of the maps? Would be sweet to see the cars in motion. The only downside is that they are lacking an axis for the wheels. Otherwise, cool stuff!
Gives new meaning to the phrase: Smoking can kill you!
Cool creature, I'm awaiting the release. I pre-ordered a year ago.
Should call it Granny Death Race ;)
the light would bounce differently, even if the air is heavy with particles. There'd still be some dispersion, but the lower part of the wall would also be lit, as would be more of the ceilng.
I agree wuth Mreza
Very good observation. It's actually not the same as the first pictures, because I made a mistake while setting up the drawing. It's shorter than supposed to and also I'm not sure if it's loaded by clip or single bullet (from the side).
Is that a good or a bad thing? At first I had it all closed, but then I thought that a court needs access for the criminals; also to take them to jail from there. It seems right to me to provide a high security environment, though I have to scale some parts down, or the gates will just look too enormous and diminish the realtive size (huge!) of the entire building.
That was quick, moddb! Thanks for authorizing newspost and quickguide!
Everyone else: don't forget to watch Athena ;) great things are coming your way.
I have no one to work with on a projection piece. I have a Dylan Cole tutorial about it, but haven't looked into it, yet. Thanks for the comment.
Most importantly about this paint is that it lacks correct perspective, which makes the eye wander a lot. If you know about a perspective lines Plugin for Photoshop, please reply. I could really use something quick and more accurate than drawing lines toward a point.
There is actually very little detail, though I'm glad it gives this impression. If you establish a setting and put a single tree or bush somewhere your eye makes you think that every other dot on the painting must be a tree or group of trees. I used the scatter funktion quite a lot and just sampled colors from sky and trees over and over.
The downside is that there is far too much saturation now, because I started out with a too colorful palette. Yet, this could be an easy fix in Photoshop.
Thanks mates! I feel I should bring some more contrast, if only color contrast, into the painting. However, I'm always looking forward to the next painting. I'll have to learn to separate my layers better, so I can make adjustments to them on the fly.
Teeeth! Well done - and finally I understand how you solved the problem of sharks not being able to look straight ahead. They look through the mouth! Makes sense for gameplay.
is the scope really that high above the weapon? Somehow it looks a little too elevated to allow for accurate shooting. Nice selection of rifle models, though.
No, it's all about the design - and there is zero design, here.
If you make maps five times as large and put in vehicles, you have to think about the selling point of your map. If chaos makes it good, okay, then maximize the chaos. Killing Floor was always about the claustrophibic narrowness of its environments, though. Even in the open maps you quickly ran out of space and places to retreat to.
grat AK! People will love it with the special texture.
Got to love all the content that was created in so little time! Way to go team :)
Hah, cool Master! Good job!
Nice, good choice of colors. I guess this and the red piece were painted over simple geometry renders? Looks a bit dead that way. In this case that's a good thing. It amplifies the atmosphere that teh structure is so monotonous.
wouldn't fly. It needs a thruster at the back (where you removed them :D)
This rifle has all characteristics of an assault gun and none of a sniper (except being long). I suppose that thing on the left of the optics is a screen for the scope, because it's impossible to look through the scope itself. It's still nearly impossible to look at the screen, unless you have a head grown on your shoulder. Snipers have supports at the front and back, so you can put the rifle in a stable position.
Good thing it's only promotional. The design is pretty nice.
good idea, yo!
That's some good mapping. Great use of materials and specular maps. Some things are a bit too shiny maybe. It looks good, even though it's in the "old" Source engine.
that's cool, wonder if it requires all new maps and objectives, though.
great drawings, especially characters
symbolic = when you draw a house you draw a square for the body and a triangle for the roof; that's how you see a house. Same happens when you start picturing a company: little flags on the roof, big windows, revolving door, etc.
- the problem with that is that you are constructing and making design decisions at the same time, resulting in a boring and generic looking building.
Like every coder, a concept artist has a way of prototyping things from shape to rendered image. The idea of art is to create diversity and compose old elements to the effect of creating something new. If you stick with your shoebox "everything looks like this in reality and RTS games" attitude, you won't get a unique style for your project.
Right now the designs are boring, but the engine is great and interesting. If you would team up with someone who knows as much about concept design as you know about scripting, you would achieve a much better result. It's amazing you can do all these things by your own, but they don't make up for skilful designs and atmospheric settings.
Also - I know criticism hurts, but it's the only way to get better.
best thing is they get puked up by an enemy and grow. Gets me laughing everytime I see it.
he's out of ink ;) (middle bar)
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Cool ship, it looks larger on the concept, though because there is some smaller detail on the ship in concept. Weird how that works.
Is this (concept) the only one your modeler worked with or did he get any kind of additional info, or even a blueprint?
I want to see the Tatra supercar (sportscar) in the next demo ;)
Seriously amazing! Sorry about me comparing it to Arma or OFP all the time, but the driving already looks better than in those games.
that's a nice logo. new?
These concepts are really pretty good, but that's one ******* ugly background. It looks like Elephant Paper from grandmother's photo-album. More shadow and contrast would give your concepts a ton more depth, too. The nurse could also use some more bruises and cuts in the flesh. She looks like my sister on a bad hair day, atm. Add some Zombie attributes!
yeah , it does look toxic. Originally the entire ocean was orange liquid, but that just felt too extreme. It was good practice, and you can see in direct comparison between this and the prior image, how much better balanced and more interesting this pic is, just thanks to a little light and color.
Light makes a big difference. A little light enhances a gloomy,dark atmosphere. As can (hopefully) be seen on the next pass of this image.
I don't really see what changed. Aren't you building this mod for five years now? Hope you'll make it to a release someday!
@ bloodraven: about 1 day for the line drawing underneath and three days to correct and paint in greyscale.
great work. Tech 2 looks like a recent engine, now.
why can't I find this trailer on Youtube? It won't play here, I don't know why.
I like your engine. It reminds me a lot of the Real Virtuality engine, but your smooth roads and early development make me think that Outerra is going to be a whole lot more thought through.
Are there already any games in development, which will use the engine when you're done? Would be interesting to hear what they plan to do.
actually made me laugh a bit that comment. Obviously you are just trying to be nice. nothing bad about that.
no pokets in the future. All the money has been spent :(
good concepts, I like the redhead (or brunette).
Wow, the scandinavian countries do a lot to support indie developments like this, whether it be in music or game creation! Wish we had something like that in Germany!
Here, we have funding going into agriculture, etc. There are statistically as many artists in Germany, as there are people involved in agriculture. If our stuid government would just spend a fraction of what they blow into those dead industries on the arts, there would be a whole lot less artists with problems to survive in this rich country.
Congrats on being Swedish ;) ...and on this recognition!
it's the first concept for a light assault vehicle, which is one of the very first units you get in the urban RTS game I'm working for. Later on you get a different version of it, which uses a similar body, but is build to go all-terrain.
Yeah, sorry about that. I thought they were all crazy in the future and go faster than light :)
The sadistic alien is forcing the Marine to eat his gun! Scandal, down with the Kohlar!
it's pretty cool that your concept artist uses Illustrator for the images. Vector based concepts are so accurate in style with what you're doing.
there is no other Knight Rider (to me)! Well done :)
wow, the last time I heard about Oo was many years ago.I think they wanted to port it to Gothic's engine then. Good job on the Crysis part! This is themost progress I have ever seen done on Oo. And it seems to stay true to the original. Now, if only Molaar would run, when you do ;)
you plant pot on a spaceship? -don't get lost in space ;)
Well at least your team works double-time. That's good.
I'm kinda at loss with The Ball. Whenever I tried it I liked its ambience, but I never felt to keen about the gameplay. Maybe the reason is that I feel like I'm slave to the metal ball, instead of being its true master. However, the quality of this mod - now indie development - is amazing!
cool? German sub? Lighting and colors are much better than in previous pics.
David Bowie eyes, nice change ;)
Why do all the models have the same stare? That makes them look like they are from the same family. If that's intended, quite cool. If not, try to blend in some other ethical backgrounds.
Great textures though. Maybe the scars are a bit overdone and the generic scar across the eye is actually pretty cool, because only now I realize that he has two eye colors, since one of them must be an artificial eye. His real eye couldn't have possibly survived this deep and straight cut.
well, one thing is that objects don't throw shadows.
this kind of diffuse light only appears in the early morning, it almost looks like the color of the light is a pure white/light grey. Maybe try increasing the overall intensity and the color of light(s.
lol, the front end takes the curve and the back end takes the "shortcut" straight on. I wouldn't drive in that Ukrainian Pimpmobile!
Seems to me you are addicted to BSP, though ;).
You're right about using it. Even if it's just one part of the mapping you can pretty much do anything with it. A mapper, who doesn't use BSP can't make balanced maps, imho. If you use only BSP the maps look like in UT2004 - which isn't a bad thing at all. However, I'd use it to prototype a map and see with how few 3D meshes as possible I can build the map.
Thanks for sharing those vids! Maybe the "Unreal" group could form a tutorial group, so the entire mapping process is represented on Moddb.
realistic tires are a challenge for your prop modeller.
the style reminds me of Titan. I'm not sure about the red color. That implies some sort of atmosphere - well not necessarily - but my asosciations tend to go that way. I think a moon should be using cold colors.
That's a really great postmortem! Did you write it for class or specifically for us guys to enjoy? I didn't yet read it all, but I wish all the postmortems and design documents, etc. would be put into one group/place where they are easy to find.
This stuff helps avoiding downtimes and is genuinely interesting to read (to me). Thanks for sharing!
Looks amazing, great designs, great screenshots!
Only thing I wonder about are the "girly" colors in space. I suppose that's just the planet's atmosphere and there are other particle fields, which have different colors.
Really cool. Kinda monster shadows sometimes p:
Would it be possible to make fog, too? Not all over the map, but in some places where it can give you can extra scare?
I'm not sure how this works. I get two seemingly alike packages and they are just booklet and 2x tracks for the vcr player. Are there no single tracks in your download?
very nice indie development. Ogre engine is a great choice for this game.
What's that? A T 72? How much armor can you fit on a tank, lol.
That's a great idea, infact I think there should be a blueprint group for all kind of stuff, not only tanks.
Technically this is getting really good. Great thing with the tranlucency and dynamic shadow. However, I'd be looking for an artist to give the game more character. Right now it is unique in its idea, but not in the looks.
Of course this is still early, but if you get a good artist on board he might create a much better scenery to fit with the mood of the game. It can all get a bit clinical at times.
However, Gutta cavat lapidem, you're doing impressive work here.
Arrows are okay, but you need to distinguish between character and camera movement (e.g. black arrows for characters, white/outlined for camera). Basically it would make more sense to me to see a scene instead of unrelated pictures, but these are will drawn...almost too well for sb.
You guys are really motivated - I like that!
That's your best environment sketch! Only thing that's a bit odd is that one (or two) torches would give that much light. Cool stuff though - we should exchange some Photoshp brushes. I think I have some that would help you bring out the textures, more.
That's a fun idea and could make a great horror mod! Only dificult thing about is is pronouncing the name, really.
Your ships are really the best! I would buy shares of your company, if there were some. I'm convinced this game will be a huge success. Especially since you have really been working on this for at least half a decade.
It isn't just a rushed project, but an utterly intelligent and beautful design. That goes right down to every single ship.
What if freelance contributors create ****-looking or comicky ships, though? Not everyone should be allowed to upload their creation.
Damn, everytime I see this mod I remember that I want to buy that Pirates game (for the mod)...and then I forget it again.
Have to remember!!!
Imperials ftw! That was one of the...longest videos I have seen. In my life! So I can't give you guys enough credit for that. Also, the map and the gameplay are really amazing.
How can a mod be so much better than the original game? What is this world about? Why is there a space between this paragraph and the one above it? Keep on being heroes to my people! Great work.
Who's been smoking?!
looks good, so simple but good effect - maybe a bit much fog, but hey it's post-apocalyptic time! Will the mod have depth of field, too? It think that would complete its visual appearance.
How do you find time for these articles? Amazing! Do they go to other websites - if so, which - or is this moddb exclusive content?
Yes, it is much better than the original. I like the desaturated environment, since it is not only more realistic, but also displays the dire state of the island (and his mind) better.
Indie game development reminds me of the old days, when just one or two guys would make an entire game, e.g. Bitmap Brothers. It's just a lot more work today, demanding different skills of all sorts and I pull my chapeau-claque at anyone undertaking such measures.
I consider myself an independant writing and editing professional, but I wouldn't want to contribute more than story and some basic drawings to a project.
P.S.: I like your garden. I never saw the point in cutting them down. Why try to trim nature for a hobby - it's just a waste of time.
You could check your English. "We haved hardly worked...", means you didn't do anything, yet you came up with this update, so it can't be what you've intended to say. "We worked hard..." is the right way to say this.
I have the highest respect for this Mech Warrior mod. It looks ten times more interesting and mature than the new commercial game - even though (or because?) it uses original models.
Crossover with the first Stronghold game would be cool. So you would build castles and defend it against opponents. It would also mean that you could expand into different areas like scripture and magic, while new guys would do all the grunt work of collecting wood and forging weapons.
if you have to be so specific, call it an aimpoint allright.
great implementation, looks very realistic and überzeugend ;)!
love that shot! great work, once more
can you use that headset for games? ;)
Superfuntime! I have been waiting for this one so long, always knowing it would be better than what I expected and it is even better than that! (at least that's what I expect!)
:) confused? Exited!
-Should release on Steam! Valve puts on a lot of weaker mods!
Isn't it somehow amazing that you developed the game for seven years, I played it for three days and only three months later I have already entirely forgotten what it was all about?
ah damn Episode 2 required - now that is why it won't work...
A bed, a bed, my kingdom for a bed!
Looks comfy, but fieldbeds are usually foldable.
Man, your mapper must have bad dreams! Really nice to see it work in action and those videos put a large smile on my face. When I watched your first ingame vid for the first time, I didn't have a clue what was going on, but the concept is just great!
My Nr.1 for MSUC, so far.
I like the strong contrast lighting! Are your meshes emissive,or how does that work?
I can't identify everything on the lower pic. Is this the gibbing of a slain enemy captured, or what are the lumbs around the (enourmous) sword?
This is the value study, I suppose? Are you going to paint it over in color?
The reflection isn't entirely right(almost though). It should be a bit closer to the viewer (lower in the image and you wouldn't see that much of the windows). Nice start, though!
Not bad! You're becoming a master of shaders :)
Did you use Combines from HL2, or what are those soldiers?
I really like the desaturated outdoors and the white rain. Gives it great atmosphere. I'd scale some of the wall textures down though, because the bricks are sometimes man sized.
We still need a level designer for "Blue" btw, but I guess you want to continue development on Sin City most of all.
I know the film and remember it a little (not much though). Nothing I see in these images reminds me of anything in Labyrinth, where is the actual labyrinth and how do Henson's cool creatures look in your version?
I'm gonna make a Top-Gun Mod now - without airplanes ;)!
It doesn't seem like you could actually memorise constellations with so many stars around. Is it possible to later highlight them, or outline them briefly, so you remember which part of the galaxy map your looking at?
Nothin' spectacular to look at this time, though when you realise what this means ingame it surely becomes spectacular. There are a lot of stars out there.
I know "D" is going to be my favorite gun. Makes the world looks small...
I know - and Red Orchestra won! I'm saying it would be nice of Epic, if they would still acknowledge people are modding for their prior generation.
At least the Sonic game, this one and a few others still stand out from todays mods in the competition, and are equally well produced - just on the old engine.
Should be some "oldtimers" awards for dedicated teams like that (though that doesn't sound very nice. sounds old :( )
You know how often I hit a building, because I was looking at any of the many tit adverts you placed around the maps ;)?
I think things are very hard to hit in the air (birds, e.g.). Some automatic targeting system for highest value or most prestige could be included. That would also go well with the evasive and aerial moves I suggested the player should be able make (at least a roll, C'mon!).
I think multiplayer would kick ***, if the maps were larger and you could fly "alternative" routes (you can already, but they aren't different,they are just somewhere else on the map). Multiplayer doesn't necessarily have to be competitive, you could try to get moves done in air or propel each other towards certain goals, etc. Coop basejumping, here goes.
Spider webs and slinging may be fun and a good idea for some games, but for AAAaaa, I think it will break up the idea of continuous flight. I play the Alpha at least once a week and it's surprisingly more fun to me than I thought. It's great, because I can enjoy the game over and over again, even when it's only a couple of minutes I have.
I also love your writing style and sense of humor. The end of the alpha had me in stitches. Yes, I am that easy to please.
The Watson Ice guy has pretty small feet, maybe part of the design, though. Didn't make out, if the brick is supposed to be made of ice, either.
Seems like a great game idea provided the interface is good. They look cute, too. I love it when something cute is designed to look evil or mad.
Does NASA know you've been to space?
Neat! Just the transitions from like 3 asteroids to 3 billion seems a bit sudden.
Cool Tank skin - except every commander would use desert camo in a battlefield like that.
Glückwunsch mit Haunted!sieht sehr gut aus -es wird Zeit, dass ich's endlich mal spiele :)
Ich hab' übrigens auch wieder ein Mod-Projekt für Unreal, namens Blue. Schade, dass du nie MSN benutzt, falls doch kannst du mich ja mal wieder hinzufügen. (email@example.com)
Alles gute beim Wettbewerb,so wie's im Moment aussieht wird Haunted einiges abräumen!
So this is Mario Kart? You just give it a new name, or what's the difference?
Hope this guy wears conctact lenses.Imagine making him a pair of glasses...
is that an easter-egg, on top of it ;)?
Audiosurf was a smart idea. It usually takes a while to have one of those and you can hardly plan upon having one. However, I do think smart ideas are what mods should be about, because that's the thing commercial games don't have very often
ALONE? You make this alone?
- I'm jealous! Find a team and make it perfect! It shouldn't be difficult for you to find more people!
the question is: will good ideas count again? The last years it seemed like teams were just getting bigger and bigger and production of games got more and more expensive.
Apart from blowing it on the storytelling side, these past years games are getting really generic now and can be summarized under "Zombie-Shooter". Eventhough sometimes they were spirits,sometimes they were in outer space or under water - always remained Zombie-shooting to me.
So hopefully developers will be forced to cut down on the generic titles, because they are too expensive. I think there are some great games developed by Indie-companies and I hope the success of e.g. IsoTX and others will be permanent.
Really looks incredibly good for Tech2, even though you rewrote so much code. If you hurry up a little you can actually release this as an indie-title, provided you get a good gameplay going and write a story full of plotholes ;).
Oklahoma isn't working for me. Don't know why I can't stream the video. I was gonna praise the graphics in your game :)
Wow - 394 mb of development material. That's nice! I started creating a "Design Document\" Group, where we would upload (and discuss) all the different design docs we could find.
IsoTx from Warlord were interested in contributing, as were the Zeno Clash guys.
I thought it wasn't quite worth creating a group for just two projects, but now I believe we can actually find more mods and use some material found on the internet (from older games, like Grim Fandango, e.g.), as well.
I think such a group would be helpful to people, who start writing their project over and over and never get a grip on design at all.
Thanks for the bonus material, gonna dl and look into it.
Wow, sounds great! I might get Pirates just for the mod :) Have to check the pricing. Is it online play, too?
Your next mod will be for virtual skipper, I'm sure! Remember: good food will give good wind! Always.
they didn't take the power cable - it will be ueseless!
my gamecube was much smaller, but I couldn't backpack it.
this looks kinda cool with the bent handle, but a shotgun like that would break your arm and hand really easy, because you wouldn't be able to handle the recoil.
Also, it looks like there is a pump-mechanism in place, aswell as a Winchester-like reload function. It's a nice-looking model, but perhaps research wasn't stringent enough on this one.
meet the Spartan of today: one arm in braces, one arm open for PSP carriage, both legs and feet used to play e-drums, and mouth and nose for playing the piano.
Dammit, I just installed the 0.82 a couple of days ago. After reading the manual I was too scared to try it out. The amount of detail and general options put into this game is incredible.
Maybe I'll download this version and be able to overcome my fears of the real Battlefield ;)
So, did anyone try yet, if this mod works with the free version?
Jesus Christ, how many ships do they need for this game? Koshime already painted dozens and still there are more, new concepts. Got to be Epic. Space, I don't think it can look any better than where Infinity is taking it. So I can go there, after all ;)
finally a church I can believe in ;)
It's a very funny mod and the idea is as simple as it is crazy. Playing this always gives me a good laugh and I'm curious to see what enhancements you can come up with in the future. Deathmatch of a new era!
Way to go! Good Work!
my favorite infintiy ship. it's also on another great concept, where it doesn't have a large dong hanging out of it's front yet ;)
Looks well made and executes all the information Hourences gives through tutorials, too. The net can be a wonderful place for people to learn from others and here we can see height fog, slime volumes, triggers and camera actors in kismet trees, all neatly tied together. Good work!
So, what's new? Is it longer, different or why should I download the new Hollow Moon Beta? I liked the old version, because it took you out of the hassle of being placed against hundreds of visible enemmies and having to shoot them. In Hollow Moon it went as a surprise when you met one and as a shock when it starts firing on you.
I think you could have a real adventure story to this mod, Horror in it's own rights and reduced to emtiness and no way of escaping. I really like this style, but already looked for a story in the previous release.
didn't they upgrade the physics system, too? It was pretty weird and weak in the previous iterations.
Great mod! Will always be a keeper.
Quite funny, but why don't you make a longer film, which isn't funny for a change?
this is hair - on the thumbnail I thought it was a cape...
More people being excited about a mod don't help getting it finished. I actually believe the fewer people are exited about your project, the better your chances of making a quick release and the less stress you'll have with a community hyping a couple of nice models.
So my philosophy is to be very strict about making early public releases in order to avoid disappointing the community and future fans of our project. You got to make some advertisement, of course, but seeing Half-Life 2 as the one game with most unreleased mods, makes one think about, if it's worth or not working with Source. So unless you have a brilliant coder, who's got it all figured out already, I would seriously think about porting this mod to a proper engine.
Thanks for watching us and have good times on Moddb!
Maxim's working on the blueprints and it turns out much nicer. The legs and feet are much more defined and less crude than in this first thumbnail. This one goes to Toast for modeling next week!
Aren't you gonna use Unreal's textures and materials at all?
All your weapons and the particle effects look really good and feel strong in the right way. I love some of the frags I have seen in the video and that's what a cool FPs is all about - awesome frags.
The new maps look good, but I would prefer to see these guns used in more wide-spaced environments, or capture the base scenarios. Anyway, looks like you put a lot of thought on weapon balance and got a great mod finished!
One of the few mods to take advantage of Doom Physics! It looks very interesting and quite polished.
I personally just don't like being on fire, while running around, so that might be a downside, to me. Do you have any cut scenes? Are you guided, by some kind of story-frame, or is this all hack and slash and run and gun?
Nice mod, bit strange tailer, but overall a good impression!
Hooray - you have a long history with Unreal and you made your mod shine with UT2004. I liked TO2 a lot. Even though it's somehow just a Counter Strike clone, you managed to keep your own touch and feel to it. Some of the many cool weapons really mad the difference to me.
I hope you find a better aiming system, gunning felt kinda recoilless in your old game (at least the versions I played).
Looks fun! Power ups sound cool and the combine soldeiers always made me laught - they are a strange breed between funny and dangerous-looking.
I have never seen more believable animals. Are you gathering extinct and legendary animals for your game? Are animals going tohave character?
Most interesting animal renders. The buildings seem less refined. The Nordic Long house is fine, but the temple's upper stories are much too small(unproportions) to make a perfect match with the base ot the building. This is an exceptionally interesting mod for me none the less. Watched.
PLEASE! Create a new, complete installer. For Killing Floor you have to get patches galore, at the moment. I jut want a complete installer with all updates in one.
So that, after installing all the Unreal Patches, I don't have to spend another hour installing all of yours.
Way to go, Myles! I'm downloading now.
Yay! -It's up. I almost completely forgot about this little wash-up I made without really giving it a good document structure or anything. These were just ideas I wrote down in a single writing session and found good enough to share. I'm thinking about making a more complete "tutorial" in honor of our newest beloved modding site: gamecore.grblftlxxx
See you there!
Yeah, I sniggered at your little video. A one man strike force, eh?
Good find Jacksen0!
I really like the mood of your mod! It always looks very much like the adventure games I enjoyed so much, before FPS took over. Looks a little like the first part of the longest journey, but I'm probably just saying that cause of the snow.
What I'm wondering about is why you always post the same two images with your news announcements. Why don't you show some other pictures? Is it, because the quality of the maps is getting better and better all the time?
It seems like you reached the limit for beautiful graphics on that engine and I'm looking forward to playing the game soon. I also tried to donate 5 bucks to your paypal, only to found out that my account got suspended. I'm kinda worried what's going on, but I hope to send you this huge amount of cash later ;-).
Good game! Great you could hang on to it until perfection/gold!
#Yeah Myles - all on Unreal 3 now, since they finally announced the release date.
Well, turning those concepts into good models will be a tough challenge. That's the problem I often have when the concepts are too good: the modelers can't take them as rough guidance for the meshes any more and try to stay too true to the concepts (going mad in the course of progress).
Nonetheless this is pretty interesting stuff, but you will have a looong development period ahead of you. Perhaps I can help at some point, but I'm no good at character modeling just now and I need to deal with my own mod (MechOverride) for at least one year.
Best of luck, thanks for replying and I'll keep my eyes open for people who might be able to help ya,
I keep saying this mod is great and you prove me right with ever update. It is even greater than great - and its standalone. I'm very impressed by your work and the way you improved upon Wing Commander Series, without losing the feeling for the series. Good work, as expected!
When's the beta coming out? I played the prologue and it was excellent down to the story and everything!
It was Grace Jones, Top Sexy thing in the eighties...noone understands that today. I guess noone either understands why Brigitte Nielsen was another sex beast (except for her big boobas), Somehow the taste in hot women has changed significantly over the past ten years - thanks god!
The head is very nice, but I wonder if this was made with MakeHuman (I hope not). Why aren't the arms outstretched, is it cause the model is already rigged?
Really? I thought Iron Grip has quite a community already and quite a lot of people play it, but I have been away a long time. I haven't been installing the several updates, because I was waiting for a big release. This might be a good time to give it a try once again.
I'm leader of a team producing a machinima on the Doom3 Engine (or Tech4??). I could really use some more ressources on the game. Is there anything comparable to Moddb for Doom3 modders? Most of the modding sites feature only other games and I'm really looking for a place the Doom3 community meets at.
If you are interested in a mapper position on our team, I'd be glad to talk to you about it, too. We still have some vacncies in mapping and animation.
Thanks in advance,
another feature? can it transform into a giant robot and smash puny humans on the fly?
It's a nice supplier, although it would be really nicer, if you could actually see some weapons in there (or on the inside texture)
I'm always watching your updates with interest. One step follows the next one precisely and in cold logic, enhancing the engine and multiplying its power each time. Quite impressive!
Will the Draggine one day support normal maps as well? I wonder where this project is going to. Is it possible to compare the final built to any other engine you had in mind while creating the project? Really curious about this. It might give "standalone modding" (I still find that expresion somewhat contradictive) a whole new stand!
Thanks again for coding this treasure chest!
It's getting better and better. I can really see and improvement over the past updates - even though I enjoyed those, too. It looks like your mod can be able to draw us into his atmosphere, but you will need to keep up prop modeling 40's style. I hope this will ultimately become a really cool experience of the time it draws its inspiration from.
It's probably used on a swamp planet, thus the moosey gloss. This thing doesn't fly so high, it's a fast glider. Recon Vehicle my arse - have you ever watched Star Wars? It's not a Tom Clancy novel you know.
That looks devine!
Was surprised you left a comment on my profile! You deserve every kind of praise for the mod you are making. I don't won BF2, so I ain't gonna play it, aber wenn, würd' ich nur euren Mod zocken!
This project has really caught my attention now. Some impressive dino models and a lot of ambition is what you got to show right already. I hope it will all be as great as I imiagine it. Welcome to Moddb and thanks for making this great mod on an ok engine. Certainly it will be nice to sit on a hill and watch dinosaurs down there chase each other. I hope it will feel alive and that the animals depend on each other and hunt each other like in a real circle of life.
This is the first Total Conversion for ArmA I know of and I already can tell its going to be a hell of a mod. Just keep up this impressive work and give us something to play with soon. Great! Carry on, please!
I don't know why, but I took literally minutes to see this guys face is a watermelon. I like the way you put a lot of vegetable into the screens without making them look "unnatural". I don't see any sense in this project, but it's deep shakingly fun and I like it.
I hope you find a better name for your WIP. "The last stand" is true calling, but it's been used for all other kind of games and films, so its nothing like original anymore. Leonidas is the king's name and could be used in the title. Leonidas' Men of War, or sth. I'm not great at inventing titles but the last stand thing just doesn't qualify for a mod which starts out with so much original art and many great models.
Make it big, you will need a very good animator, but Unreal Tournament 3 is the perfect choice for your mod. I'm afraid I lose our entire team to you, if you keep up with the great work.
Lots of respect for your work done already. I wonder how people can be motivated to work on a mod for a game that may not even be released this year. I find it hard to motivate myself on it sometimes...
skimpy underpants and a really buff body - everybody would like that!
Would you agree that it's easier to model a muscular type than just an average-looking man? I'm quite smitten by the render, this is fantastic work and I hope it will work as a character model for UT07/UE3. Looks like a lot of polys to me.
The only criticism I have is that, in my opinion, the belly-button is too high, it should be lower down the belly in mpov.
If you feel like linking to some tutorials that would really be great, but since you seem to use mudbox and zbrush, they won't be any use to me, because I don't own them.
I think I need a bigger tablet. I always mess up on the details. Which type do you use? And also a nice drawing! Photoshop or Corel?
You really got an original look. I like the plane models and I should try and model one of the gunships, if you don't mind. Just for fun, of course.
despite the 695 megabytes I'm downloading this baby. Had a lot of fun with the first releases and I wanna see what's changed and improved with the mod. I always liked how you can combine so many great guns. I love your gun models, really admire the guy's modelling and texturing skills!
Great mod! It distinguishes itself from CS:S by having a very different feeling of gameplay and a much faster and direct feeling of control. I love going into it again. Hope people haven't gone all pro, since I last joined. Gonna deal some headshots now!
looks terrific. I must admit I underestimated what will still be coming from this team. I see how this mod is gonna be real interesting after a few more updates...well not to say I didn't like it up to now, but its good to see some new content coming. Keep it up, it's getting better and better!
I love Coop games and I think Starship Troopers can give an exellent atmosphere for it. So will this be like Killing Floor with enemies coming at you in waves? I hope you incorporate some traps and gadgets into the game, so its not only shooting and throwing nades, but a bit more strategical. Gonna modwatch and inform myself anyway.
Hey, I played the first two missions yesterday and I'm getting back on it today. I almost forgot about how things looked in the WC universe, but everything you built looks pretty fithful to what I remember. Some things (cockpits, space, planets) look a lot better than in the "Tiger's Claw" and this is something I cherish.
Who made the 3D-model of your ingame-avatar? These head-models are wonderful and make one tempted to find out how Freelancer2 Open works for FPS games, too.
man, modelling lego stuff must be fun! Pretty basic shapes, but looking great and very much like something I still wanna play with. Especially since they can shoot 4 real now!
FUNmod of the year?
Your models are really looking cool. More like drawings - badass ones - than 3D. Really distinctive style. What prog do you use for textures, PS? Looks really sweet and promising. Keep up updating with more beauty!
grrrftblx! not galactica - colonial one.
Can you limit the sky? Strange question, I know and i never played HW2 (except a demo I think - I played HW). I always felt there is a lot of space in homeworld, but its not always really needed and can getconfusing at times when you are trying to keep your ships together. I ended up making groups out of everything and this organizing my fleet took to long and you have to redo it when you lose ships. So can you somehow limit the size and make it more detailed and with a planet surface underneath? I think this won't make much sense if its homeworld with blimps. It must have some other benefit. The ships might not rise as fast in the higher speres or the likes. A lot may be done, it just mustn't have that out-of-space-fell that Homeworld has.
I like the carriers. I will model some more, this time with XSI. Hope you will like it!
How do I get Spring games to play online? I only get single-player missions seemingly without AI. I know there are some settings for this, but I can't find a setting that says "Online play" or something in that direction. Its my 1st time with spring though and if its more difficult than "push that" I will check the forums, otherwise please post!
So you're not gonna run around here and get your helmet shot off when a bullet hits your head? And your not gonna get medpacks thrown in your face when you feel dizzy? I alwys felt the Medic should get some more attention in war games, because a real squad would defend their wounded and not just run on and die.
These pics look very good, I'm really interested in this mod and keep following its tracks. It has always been high class, but it will have to compete with some other very good warmods, some even WW2. I wonder how special this is going to be in the end. You have raised the xepectations high and I think it will be justified. Much better than DoD from almost every point of view!!!
I can't wait to playtest this mod. The flaw of Empires for HL2 is that you got a comm and a team - which can be nice if everything's working - but too often people just run by their own free will instead of letting the Comm boss them around. Here in Iron Grip this problem is resolved and there can be no more blameshifting and bad blood at the end of a round, since either the entire team played badly, or the commander made some mistakes. This is a good concept of a new style of game and I do like it alot.
Great work, fast work, too!
I played the lottery last week, but I didn't win a mod at all.
I'm gonna cry and tear my hair out when I see any more of this beautiful artwork. I can't figure out how you do it, but I will practice until my cuts and brushes match the power of my sensei!
Haaai - konishiwa Koshime?
is that with antialising on the floor? Looks blurry on the left image. Looks very stylishy Star Wars, yet uniquely new. Really nice screens and good loook. Only floor concerns me.
The best thing I noticed about your mod is the music so far. I'm not gonna download it again, because last time it was so bugged, I couldn't even move or see a car. Does it maybe have something to do with the HL2-engine? Shouldn't you change to the Episode1-Engine altogether? I don't know, maybe just bad coding, but until I get some positive remarks about this mod as beeing a working game, I won't download it again. Its good you show some progress, but I think there are different issues at hand with this right now than getting more maps done. I like the style of it, but it sucks when I download it and find its all bugged and don't work.
I really wanna join the kf-forum, but whenever I get an activation code (I tried 4 or 5 times) and enter it in combination with my user nam sinking - which should be SinKing really - I get an error. I'm onbe of the regulars on this game and i know most people on the froums from reading their posts. I don't know, maybe I did something wron initially, but I don't know how to get rid of that problem. Until then I will post only here on moddb, maybe you could find out what Imdoing wrong or just kinda authorize me without the activation thingy? I'd appreciate it gentlemen!
Load your barrel! Sin
Warhammer series got me hooked early. I always liked the designs and you did your job very well, since all the models look really cool. I think I'm getting a bit old for the warhammer-style now, but I will give this a try when it comes out, because of the good times I had with the warhammer franchise. Its nice to see it in full colour, but I hope the final game will be a little gritty and dark. Looking mighty good! Nice mod, good luck!
Well this looks quite like the Atlantis Setting from the series, the problem is the panels look fake in the mod as well. Why did you choose to make a mod out of SG Atlantis, since every other Stargate mod I ever heard of was shutdown in the end? SG Atlantis is such a cheesy Sci-Fi, its gotta be one of the worse I have ever seen and unlike BSG - Mod I can't fgure out how to turn this into anything good. I guess there will actually be portals, so that's the cool part of it, but if you wanna see a role model which worked with portals and did a great job at it, don't look at Atlantis the series, but at OUTCAST the game. I truly loved this game, it was so wickedly intelligent and different. So please don't copy the most boring Sci-Fi of all times and make yet another space-shooter. Give this something really unique. Right now I don't see a point - besides the gates - why anyone would want to play this mod.
Its so amazing, this game is like a dream come true. Its seamless engine is impressive all the art looks incredible, some really cool ships coming up and infinite space to explore. Is it gonna cost a lot to have an account? I know this question is not appropriate here, but no matter how cool the game looks, I gotta afford it sometime and it'd be really nice if it didn't cost a fortune. Always a pleasure to hear from you. Keep on keeping on!
i have seen older vids of online sessions and in comparison this looks really nice and I can telly you are making a lot of progress (version of the combat engine i saw looked more like blue and red gotcha playin). I wonder though why this download is so small. Is it cause you got no textures for the ships yet?
Anyway gonna try it when its done downloading. Thanks for the update!
you got my attention...so easily