This member has provided no bio about themself...
I'd assume he means that the playable units in the scourge for the beta will be finished for the beta.
It was a joke because everyone asks that at some point. Last mod I worked on based around Warcraft was for Oblivion. I got the heightmap done (no easy task...), announced it, then got a letter telling me to stop.
Honestly I fail to see why you would spend time making a copy of an RTS in another RTS. Seems kind of stupid to me.
It was originally. I'm not sure what the current modellers are doing right now, but unless King changed his mind on how to do it, it will be (I'm working on a different project because I hate working with Warcraft because the animation system is really weird and it's a huge pain in the *** to test models).
Are you sure blzrd is ok wit dis kingbdog/?
No, you will not need to buy anything. This is not a for profit project; it just modifies the existing systems. You will be required to have an existing copy of Warcraft III as I recall, with a valid CD Key, in order for it to work.
Because they're chains dude. Everything cool has at least one chain.
Bah whatever. Is it still going on WC or are you switching to the SC engine?
The website was down for a while, not sure why. It should be back up now.
And why are you being annoying?
Why are you adding a disclaimer?
Blender is free. Gmax isn't supported anymore, you can find a download on Turbosquid, but it's got tools for the game. If you can find a copy of 3DS Max 5 that's the one that has the official tools from Blizzard but that's... pretty old, you'd have to do some sneaky piratey stuff.
By emulating the system, basically.
It'll be out when it's done.
Can you translate that for me because it made no sense.
Way to be a suck up....
The engine generally isn't the issue, although the 3D engine IS horribly inefficient in comparison to more modern ones and lacks a lot of features that are common today, like only diffuse textures are supported. But even so, the engine shouldn't cause much of an issue with a recent video card. I think a more prominent issue is it running in DirectX 8.
Shiva right now, as it has most everything we need (assuming I don't shoot myself trying to figure out the terrain editor). Originally we were planning on using the C4 engine, so that we could modify the source, but it's doubtful that it will be necessary to do that, and then we wanted to use the UDK but I don't want to pay royalties. I'm relearning the programming language for it and working on the systems to be sure that they're not going to glitch or take too much power to do, but I doubt they will since for the most part they're pretty simple.
I'm sure it can. Most everything we're doing has been, in some form or another, been done before, just not all together.
I'm using bump maps when I finish it, I haven't made them yet. Warcraft won't support any virtual displacement or occlusion, only diffuse maps.
I own rights to all of the models currently being used in the cinematic sequences. I'm using that as a base with significant editing to the textures and mesh.
Right on. I've been doing a lot of work for my game on the models, and they don't look too bad, but I also used about a thousand different programs that I barely understand to make it out of paper drawings first. I can't do human models at all, though.
Are there any attachments for 3DS Max to lower the poly count? I have PolyTrans, but I want something that's integrated into Max like that.
Just one of the guns I got made. These ones are really high poly since I used a ton of programs that I'm not really that sure how to use on them, basing them off drawings so I need to lower them a lot, as opposed to making them by hand. I thought it would work better.
Just a soldier model I made a while ago that I might use. Based off Halo's ODST units.
This is the terraforming unit. It was inspired by Halo's Forerunner architecture a lot, as you can see.
Damn... I thought I was good at modelling for a bit. I'm depressed now.
Thanks for watching Project Sylvanus man.
I haven't been in touch with Reno, however I'm working on mapping out the landscape of Vvardenfell. I believe he's working on the story and doing Solsthiem, and I've never spoken to the concept artist.
Inactive. It's planned to be a large-scale RPG based in the European front of World War II. As we currently plan the player will be able to roam around freely. Depending on what side you choose (Nazi Germany, Japan, Soviet Union, USA or the UK) there will be some required missions (such as Stalingrad for the USSR or Pearl Harbor for the USA). The plan is to split the play areas up into sections rather than have one huge world to save on loading time, and allow you to travel between them as you will.
Vehicles are probably not going to happen due to complications.
So who else is working on it?