We have no plans for one at the moment.
We have no plans for one at the moment.
It's very far from anything that'd be even remotely playable, unfortunately.
(buried)
1) most of them aren't ported to STALKER yet
2) sorry, but who are you to say what MTindle and I should do with our work? We'll release them if we want to, but it's in no way up to you.
Guys we'll be able to do so much more with UE4 not being constrained by a ****** engine :)
Capt.Host: it wasn't anywhere near being released, at this point it seemed like the worse option to continue sticking with Xray.
Side note: I made the golden version for Fallout but we may stash it somewhere as an easter egg if I can convince Fallfeathers :{D
Don't worry - 1.1 didn't have a proper lead artist on it, where as I'm keeping stringent quality standards on the visuals on 1.2 and I'm a professional game artist ;)
The engine doesn't really allow it sadly :(
I'm not putting any of these in the game right now as it's kind of a waste of time without new animations. We're also in the process of revamping the build so art is kind of locked down for now.
It makes about a million times more sense than the LR300 like pointed above, heh.
I don't hate CoD. Hating would imply I even care about it :D
You mean the foregrip? That's to save triangles - actually modeling all those foregrip ribs in would be amazingly wasteful and unoptimized.
He's likely too busy (at least he was when I last asked him), sadly.
It's much easier to cap off cleanly where it is (plus the vanilla BM-16 had that bump there - I kinda like it)
The vanilla models are horribly inaccurate and I hope nobody looks at them for any kind of reference, lol. I personally use only real world images for reference.
We try to aim for accuracy but models especially sourced from outside the team may have inaccuracies on them.
Looks like this in Fallout :v The engine's a bit ****, but eh.
Well it only took me an hour and a half, not exactly a massive time investment. The original one was alright but a bit old and lacklustre - I do try to maintain a certain quality bar here, heh.
It is, you just can't tell if the light's hitting it straight on, heh.
Unless we revamp the material shaders you know it won't. Screw Xray's material shaders :(
Everything's being worked on, guns are just easy to showcase :)
I think so, yeah! Cheers Meltac :)
nope, just a plane with a very low-res texture. I should fill it with black :v
Ah, sorry, I tend to jump into conclusions with this kinda stuff since theft is so rampant, heh. Russian modders are notoriously bad for not giving a toss about permissions or credits, so sourcing stuff from them means you're not only getting random modders' work, but also ripped commercial content. The actual chance of getting in trouble for it is quite small, but it's still there - you know how companies like EA are, heh.
Anyway, pre-LURK 1.2, I'd prefer not having any of the stuff I made for it used, but after we get it released, using it with credit is fine. You can probably understand why I'd prefer to keep it exclusive for now :v
I'm a bit annoyed you released stuff I made primarily for LURK ages before it's even being released - could have asked for permission first. :/
I mean, you're not even crediting me for the work I poured countless of hours into.
Well I live with Lyndon, lol. We used to work at Born Ready Games together :v
The high poly model is used for rendering normal maps on a lower res mesh, which will fake the illusion of a much higher poly model :v
It'd be very much a waste of time and resources to do so, better to recycle :v
Millenia
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