@xXMaNiAcXx good suggestion! When I get the arms in, I'll try that out. See what you guys think :)
@xXMaNiAcXx good suggestion! When I get the arms in, I'll try that out. See what you guys think :)
Ya, totally not perfect. Just trying to get this close enough to get the first round of testing done. Thanks for the feedback :)
Sound good! I will post a new shot soon and get more feedback for you guys. Thanks :)
Thanks, it coming along. I need to get in a better habit of posting this stuff for you guys ;)
Thanks :) I am really excited to be working on this again. I will have more content for you to check out later this evening.
Well, the HUD is stock, cross hairs are stock. The textures are coming, I wanted to focus on the Unreal script at the moment. When we get to the HUD design, I will be asking for some input for you guys.
Thanks for the support everyone! I am hoping to have some stuff posted this weekend :)
Thanks for the support! I am working hard to get some more in game shots.
The Shottie is coming. Chris is hard at work right now on the Winchester 1897.
This is un-textured and not bump, normals etc. Once the textures etc are on you'll see the detail.
We will be adding the trigger to the World Model.
Thanks for the support guys. We aren't really far along yet with the UDK. The learning curve seems to be right about the same as Source. I love our rest results so far, everything looks so much better in UDK. I am starting some testing this weekend, and will post some new screenshots.
Doesn't matter, we are on our way using the UDK, and I think we will have better results.
The gridviews in Hammer were black, for almost two weeks. Some hacks were floating around, but I was tired of waiting for a "real" fix.
Not sure if anyone has noticed yet, but we are now listed under the "games" section. We are now using the UDK engine due to some issues we ran into with the Source SDK.
I think the Marino and Russo Families will have money, not the houses we are breaking busting through.
Totally too big hehe, I was lazy with the sizing. I just wanted to get it in game for the code testing. This model is by far not final.
I didn't want to add another news piece and spam Moddb, so I will post here. I started over on the map. I am still new to mapping, and though I know the tool pretty well, technique is something I am slowly acquiring, like grid alignment and sizing. I also have to say, I truly don't enjoy mapping. It feels like 3D modeling but hugely dumbed down. I am sticking with it only because the several people that offered to assist basically disappeared, so we are now back down to a two man team which seems to be working better anyway. Screenshot are coming shortly, though still with temp textures, the ugly orange ones. Just wanted to keep everyone in the loop. :)
I couldn't agree more. I love this PC as a platform, and I am very excited about steam coming to Macs. Lets hope they port the Source SDK over so we can include mac gamers as well.
I agree Chris, it won't die. I put it roughly 14 hours a week, sometimes more, sometimes less (barely less). It amazing how far we have come in such a short time.
These assets are for the lower class houses. The "Families" will have money, sure, but they won't show it off in most of these locations of work etc.
You will be able to access the roofs, all floors of the buildings (basements), and alleys. To gain entrance to most of the buildings you will need to use a melee weapon to break the doors down. I am also adding glass to all the windows (tons of them) for our shooting pleasure. Whats a map without some destructible elements?
Once this is all textured, and Chris finishes the Arm rig, then I get the pleasure of animating this beast. Can't wait :)
I'll probably texture it dirty, with some wear.
I see the old mag in this screenshot ;)
iicolsandersii
Josh joined
I am a modder going back to Medal of Honor: Allied Assault. I was the project leader, modeler, animator and 2D artist on a total conversion called Medal of Honor: Civil War. My main skill sets are 3D modeling, and 2D artist. I dabble in C++ Hl2 programming, and Hammer Mapping as well.