Where are the source files? Got a link?
Where are the source files? Got a link?
you need to flip either the R or B channel on that tile textures' normal map. Right now the grout looks like it is sticking out of the wall, instead of sitting in between the tiles.
It's on the long polish list that's for sure, but I don't think it'll be happening in the immediate future. Ideally I'd like to have different hand models for each character.
Sounds like a complex situation, but at least you know your models are worth quite a bit of dosh to quite a few people. Perhaps you can fund development by selling some stuff on the unity asset store for realsies this time?
Try not to let this leave a bad taste in your mouth, seems like a good research project to me.
it will automatically download what it needs - namely Source SDK Multiplayer 2013. If you already have a mod that uses that SDK you won't need to download it again, don't worry.
This download is giving me a 404
We have had a big rush of people and these days there's usually a few servers with some people on them. Once we release on steam we anticipate having a lot more poeple playing.
Yeah he did help us out a lot recently. You should also check out EatMyDictions channel, he did some videos for us that helped a lot. Also GassyMexican and his troupe of friends played it way back in beta.
Most of the rush we saw from PewDiePie is gone now, but the ones tht really enjoyed it are still hanging around the servers. Once we release on Steam we're hoping to have more players play the game again. If you want to help us out by growing a good fanbase come past our forums and participate in the community!
You need to activate it in settings, advanced button, enable developer console. Then open it up with the `/~ button, above tab. Then type in that stuff.
We already had mac and linux builds. They are on our forums I think.
did you try restarting steam? It should be in your steam library once you restart.
That's odd. Sounds like you need to redownload the binary. Maybe your download got interrupted?
Nice FAL render.
FINALLYYYY
Yeah, we have SSAO, some nice light flares and DOF (but not that intrusive DOF, it's nice DOF)
The new shaders sure are sexy
I was really hoping you guys wouldn't over sexualize the female characters. It seems like something you would only need to do if you were going to be advertising to the drooling masses. I'd like to see a bit more sensibility to the armour. I would have suggested this of the concept art but I didn't know you guys existed till last week!
is it even possible to mod portal and replace the models without overwriting the old stuff? I ask because I have this and have no way to use it: Youtube.com
I assume the watch and the pistol are going to be viewmodels so I understand the highpoly, but that coke can is ridiculously high detail. What is that, a 64 vertice cylinder?
Also, pretty renders are nice and all but you won't be able to display this level of pretty in engine (unless you are making some pro shaders). Can you do a render out of the HLMV rather than in marmoset?
Well colour me impressed. That water system is delicious. Can you change the size of the cube to insert surfaces? Seems like it should be an option.
If it weren't for the high fantasy setting this would be the perfect successor to Wurm Online that my prepubescent mind would have destroyed itself on.
Any chance of opening this to a bit of low level modding?
You're doing so many interesting things in this mod, why is it so bad?
Needs some serious environmental smoke haze. You would not be able to see a thing but a dull red glow, and those two characters would be dead in an instant with that much heat in there. Looks good, but needs way more smoke.
The wall behind the TV looks like it has a low res shadow map, other than that it looks pretty nice. I like that you have creative light sources in this scene.
That hospital sign looks really bad. It's just arial font. Have a look at some references, hospitals generally have a logo and a specialized sign. Your sign there stands out as low quality while the rest of the image looks pretty good.
That looks so much better than the old water. Are you going to put foam and such on it? If you can use the angles of the distorted mesh you might be able to overlay a foam texture on the peaks of the waves through the vertex shader. Also is it possible to make an animated texture overlay that 'burns' the diffuse texture of the terrain beneath so it looks wet?
Obviously ambitious suggestions but you're obviously pro.
I love the shadows in this, it looks like you're sampling the sky colour to colour the shadows. They look blue and it's really effective. Is this a feature of the engine you're using or is it something you've put in yourself?
Do you have a high resolution image of your logo? I want to print a shirt with that on it I think it's awesome.
DA_Stormy
Abe joined
Been modelling for a few years, still a long way to go. Making games and that. Know source pretty well, getting to know UDK. Use blender and GIMP (opensource whore). Have a look at my (semi-portfolio) site: www.modelsforthemasses.com and my blog: blackstormyonepointnine.blogspot.com