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Comment History  (30 - 60 of 67)
Varine
Varine Jul 16 2010, 8:29am replied:

I'd assume he means that the playable units in the scourge for the beta will be finished for the beta.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Jul 16 2010, 8:20am replied:

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.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Jul 16 2010, 8:16am says:

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).

+1 vote   media: Soundtrack - Generic OST Main Menu
Varine
Varine Jul 15 2010, 9:14am says:

Are you sure blzrd is ok wit dis kingbdog/?

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Jul 15 2010, 9:11am replied:

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.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine May 30 2010, 10:57am replied:

Because they're chains dude. Everything cool has at least one chain.

+1 vote   media: Final Ziggurat Concept
Varine
Varine May 30 2010, 10:55am replied:

Bah whatever. Is it still going on WC or are you switching to the SC engine?

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine May 30 2010, 10:54am replied:

The website was down for a while, not sure why. It should be back up now.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine May 20 2010, 7:05pm replied:

What?

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine May 20 2010, 12:03am replied:

And why are you being annoying?

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine May 11 2010, 9:32pm replied:

Why are you adding a disclaimer?

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine May 5 2010, 11:28pm replied:

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.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Apr 18 2010, 9:29pm replied:

By emulating the system, basically.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Apr 18 2010, 9:28pm replied:

It'll be out when it's done.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Apr 18 2010, 9:27pm replied:

Can you translate that for me because it made no sense.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Mar 18 2010, 6:13pm replied:

Way to be a suck up....

+3 votes   mod: Warcraft III - The Edge of Eternity
Varine
Varine Mar 2 2010, 12:38am replied:

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.

+1 vote   mod: Warcraft III - The Edge of Eternity
Varine
Varine Feb 25 2010, 3:25am says:

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.

+1 vote   game: Project Sylvanus
Varine
Varine Feb 19 2010, 11:58pm says:

I'm sure it can. Most everything we're doing has been, in some form or another, been done before, just not all together.

+1 vote   media: Gnomish Octobot Concept Art
Varine
Varine Feb 19 2010, 8:26pm says:

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.

+1 vote   media: Statue from CGI Introduction
Varine
Varine Feb 19 2010, 8:24pm says:

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.

+1 vote   media: Plague Erupter Model Previews
Varine
Varine Mar 3 2009, 11:27am replied:

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.

+1 vote   group: 3D Artists Group
Varine
Varine Mar 3 2009, 4:09am says:

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.

+1 vote   media: Rifle
Varine
Varine Mar 3 2009, 4:08am says:

Just a soldier model I made a while ago that I might use. Based off Halo's ODST units.

+1 vote   media: Images
Varine
Varine Mar 3 2009, 4:07am says:

This is the terraforming unit. It was inspired by Halo's Forerunner architecture a lot, as you can see.

+1 vote   media: Images
Varine
Varine Feb 25 2009, 6:00pm says:

Damn... I thought I was good at modelling for a bit. I'm depressed now.

+1 vote   group: 3D Artists Group
Varine
Varine Feb 25 2009, 4:14am says:

Thanks for watching Project Sylvanus man.

+2 votes   member: TheChozeLa
Varine
Varine Jul 21 2007, 1:52am says:

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.

+1 vote   mod: Chaotic Land
Varine
Varine Jul 2 2007, 4:56pm says:

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.

+1 vote   game: World War II RPG
Varine
Varine May 14 2007, 8:23pm says:

So who else is working on it?

+1 vote   mod: Chaotic Land
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