Freelance 3d/2d artist involved in commercial PC games such as Men of War, and Men of War Allied Assault.
One other issue which is preventing the beta release is an issue with the boar aggro sound. I didn't use anything sound, armour, skin, actor, quest, quest dialogue, combat style, voicetype, package etc related to the cow, and yet when the boar spots player or another actor and goes to warn them to stay away, the boar moos like a cow... The only things I am using related to the cow is the boneset and hkx behviour... None of the boar sound descriptors are cow moos, none of the packages/quest dialogue I made call up crCowVoice at any point... this is frusterating as hell... I ... just ... wanna ... release ... this ... :biggrin:
Hey guys, quick update - Wrapping up stuff for public beta, solved the audio problem I was having and unfortunately noticed that the pig walk/run anims are not being displayed on models at distance (especially noticable on the Whiterun Hold plains). Trying to see if I can fix this small annoyance before release... Stay Tuned!
HogsGoneWild v0.1 Public Beta will be released in the next couple days hopefully.
Ran into some issues with getting the unique adult boar voicetype setup not working yet in-game which I am in the process of fixing (hopefully quickly).
Long weekend here in Canada so I lost a few days being able to finish up work on the public beta but am back on track now and will work towards demo release post haste.
Thanks for your interest and comments!
With permission from the author(s) and enough community interest in a proposed patch, I would be glad to provide some compatibility patches for said mod(s).
Well, the project is on the Nexus forum however it is very quiet on the mod thread. I had started this mod last summer, put it down when things got busy with work and totaly forgot about it until someone inquired about the mod status recently and I was like "Ohhhhhh yeaaaaaah, I forgot about that project!". IF people were following it on there I assume they think its dead in the water :)
Hey hows it going? I think thats a great idea in regards to objects that can aid a hunter in locating an area that sees heavy pig activity. Going on the "to-add" list with credit to you SirTorgad.
Thanks for the input man. Had some issues occur with bristleback boneset so I temporarily set them aside and am using the cow boneset as a placeholder. Suprisingly the proportions are close when pig is scaled up to cow size (placed in CK as 0.5 scale). Anyway its working as a "placeholder" for now.
If anyone has any suggestions on content to compliment the mod feel free to post your thoughts. I am also trying to decide on which existing creature boneset to use for the swine, any ideas anyone?
Cheers! Thanks for taking an interest in the project.
I should say that I CTA is not the game I am involved in.
Production of the mod is on hold, some assets being produced for EF by me (not stuff others contributed) are possibly being lisenced for use in an upcoming commercial RTS title. I will be busy for the next while working on forementioned RTS title so I will now say thanks for all the interest in EF that was generated... Your comments were always a great source of inspiration to continue the "quest" however there comes a time when one starts to question time invested vs gain. I am very grateful for all the enthusiasm you guys showed and I thank you for taking an interest.
It would in theory be possible via scripting.
Basis SPEAR BALCS vest to build variations on. All detail in picture is 3d sculpting, no texture made outside of Zbrush. The camo is hand painted in Zbrush as well. The shading is a cavity mask. Still needs dirt and dust added but I thought I'd share a picture for now as it's been a while since I've been able to post anything. About 10 different pouches sculpted now to place on the vests, will get a pic up soon once they are polypainted.
Sorry for lack of updates as of late, been kinda busy with RL. Back on track, US special forces model 1 aaaalmost ready to get setup for export, finished SPEAR BALCS vest and a bunch of pouches for variety on the various SF units. I think I ended up making something like 10 different pouches if I recall correctly. Anyhow, just finished basis of polypainting the vest, will get the pouches done up in the next few days, post some shots of vest with different pouch layouts. Posted up a picture in images of the base SPEAR BALCS vest with polypaint texture with cavity masking to give it some ambient occlusion like shading so you can see the 3d sculpting better. The high resolution sculpts will be excellent for baking a normal map from:)
I will be more than happy to make a collection of tutorials once I have the time.
Some of the R&R variations include tanktop as well as tshirt variants. Some of the other variations include SPEAR winter fleece jacket, plaid work shirts (clandestine SF), a mix of tri color desert BDU bottom/top with olive drab generic military uniform. Some more stuff as well but I will leave some as suprises.
It is to be a decorative addon for US kits, however if there is enough demand later on I will make it a liquid container that is wearable. Not all bodys will have MOLLE webbing on back so it may look a little funny on those models...ie BDU with no webbing or a civilian or something...
get in touch via PM if you want.
Just a quick pic of the hydration pack to be used for US infantry/special forces kit.
Helmets will definitely remain as equipable objects.
Yes I am in the process of modelling various MOLLE pouches and stuff which will be useable on all of the vests in different configurations (ie medic, grenadier, rifleman, saw gunner).
I haven't decided on whether or not the vests will now be integrated into the model. I am leaning towards making the vests part of the model so they move with the motion of the body. Without having them part of the model, they will clip more than I'd like when the soldier bends, moves arms, changes stances etc.
Basis for SPEAR/BALCS vest pretty much done. Still need to do various pouches for dif variations of vest. SPEAR RBA (Ranger version) to be done later on.
I like this model:)
Well the singleplayer stuff is focused for now around the US efforts, user made missions/multiplayer can(will) feature scenarios where you play as local afghan warlord "factions" fighting against one another. Mission makers can do what ever they like!
I haven't started welding the heads on yet:)
The SP campaign is to be focused around the initial US Operational Detachment Alpha (Special Forces 2001) push into Afghanistan.
Basic polypaint color placement done. Patches for BDU top to be done yet as well as cavity/occ maps and dirt/fading. Specular map hasnt been completed yet either for uniform components, just thought I'd throw a progress shot up online.