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With the modelers hard at work modeling all of our new weapons, the coders working on new game modes and porting our existing BFV assets to BF2, the sound techs compiling the sounds we're going to need, the skinners working on textures, the animators set up to work on animations, and the mappers

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With the modelers hard at work modeling all of our new weapons, the coders working on new game modes and porting our existing BFV assets to BF2, the sound techs compiling the sounds we're going to need, the skinners working on textures, the animators set up to work on animations, and the mappers designing the layouts for our first release maps, I'd have to say that we are now firing on all 8 cylinders.

We have a new weapon rendered and some ingame screenshots (all WIP at this point) of a couple of our previously finished weapons. The static objects in the test map aren't quite finished, nor has lightmapping been done to the test map.

We've also added several new members to the BF:A team over the course of the past few weeks: Chepney (Lead Sound Tech); Anm8or (Modeler, Skinner, Animator, Floor Sweeper); DannyLad, Dornep, Dotsona.07, Dermont, PolyGun (All Modelers), and Airwolf (Skinner) have all been added fairly recently to our growing team.

Juralis also has written his latest Modder's Journal entry. He talks about what necessary steps we've had to take in order to get the passion back in modding.

Click on the picture below to see a new weapon render, the Modder's Journal entry, and some new WIP in-game screenshots of some of our weapons.

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RatoN
RatoN - - 564 comments

Not sure why this was resubmitted as the thumbnail image on the post is still too big. Must be no larger than 15kb. Sorry.

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