Unread posts   New posts   Your posts

All times are UTC + 1 hour [ DST ]



Post new topic Reply to topic  [ 636 posts ]     ... , , , 29, , , ...  
Author Message
PostPosted: 08 Jul 2009, 15:48     Post subject:
Skaarj Warrior
Skaarj Warrior
User avatar

Joined: Jun 26th, 2008
Posts: 96
Location: PT
... unless this really IS part of those lefting 2%... in wich case we could speculate that TCO will be impossibly packed with new content :) Good to see this is still going strong and 'meaty' :D ...

_________________
...'sharp dressed man'...


Top
 Profile  
 
PostPosted: 08 Jul 2009, 18:34     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
Stakhanov wrote:
Nice stuff but... so much for TCO being 98% done :B


Hey, that's the small part of that 2% :o


Top
 Profile  
 
PostPosted: 08 Jul 2009, 20:07     Post subject:
Skaarj Scout
Skaarj Scout

Joined: Aug 10th, 2008
Posts: 39
diamond wrote:
Turret texture looks unfinished :?.
isnt that a water vehicle of sorts?


Top
 Profile  
 
PostPosted: 08 Jul 2009, 21:08     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
It's a siege boat \o/


Top
 Profile  
 
PostPosted: 12 Jul 2009, 18:04     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Mar 15th, 2009
Posts: 1407
Location: England
By the way, one of the first post pictures has gone AWOL.

Fix whenever you can.

Hellscrag should promote me to missing image alerter. :D

_________________
Image


Top
 Profile  
 
PostPosted: 03 Sep 2009, 20:47     Post subject:
Skaarj Berserker
Skaarj Berserker
User avatar

Joined: Aug 3rd, 2008
Posts: 255
Kaka, I would love some help with meshifying some brushes. Is it possible, or would they need to be completely redone in a different program? Also, how does texturing come into play?

_________________
Current Project: Nothing. Studying mathematics and crying.


Top
 Profile  
 
PostPosted: 03 Sep 2009, 21:00     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
LOL_PEANUTS wrote:
Kaka, I would love some help with meshifying some brushes. Is it possible, or would they need to be completely redone in a different program? Also, how does texturing come into play?


Meshifying brushes is not agood idea due to facts that meshes have shitty collison, the don't get lit properly and of course = they disappear when you view them in certain angles yeah! All we need atm is to finish boss pawn fix some scenario triggers and shit, record some stuff for dialogues, and some small here an there bugs. We wont throw few years of hard work through the window don't worry. You WILL get to play this.


Top
 Profile  
 
PostPosted: 03 Sep 2009, 21:12     Post subject:
Skaarj Berserker
Skaarj Berserker
User avatar

Joined: Aug 3rd, 2008
Posts: 255
Kaka wrote:
Meshifying brushes is not agood idea due to facts that meshes have shitty collison, the don't get lit properly and of course = they disappear when you view them in certain angles yeah!

I'm not talking about using them for map details. I'd only find them useful for weapons, projectiles, certain interactive decorations (things that movers can't cover on their own), and pickups.

Anyhow, it's impossible for me to do it with what I've got, and I was merely asking if you could convert brushes of mine into textured, animationless meshes when you've got the time.

By the way, that fish at the bottom right of that array of pawns looks fantastic.

_________________
Current Project: Nothing. Studying mathematics and crying.


Top
 Profile  
 
PostPosted: 03 Sep 2009, 21:28     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
O shit!:P lol i must have missread your post... YE i can help with that just pm me with the details - ill see how much i would be able to help.


Top
 Profile  
 
PostPosted: 03 Oct 2009, 17:09     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
Ok people it's yime for an update!

I'have reorganized all the stuff:

-One map needs gampley set up
-All the maps need special item placement ( I had it done but the gameplay was unbalanced)
-I had to cut one major feature - the spells. It kind of ruined the TCO atmopshere so its good news actually! We might get back with that feature with TCO 2.0 which will support all the neat features Raven had done for RD ( shaders mostly), but only as an option - you will be able to decide if you wanna use this or not ( TCO will come up with one spell but that's something completely!! different!! than nali chonicles stuff)
-Music is more or less done.
-You saw those animal pawns few posts above? We have to animate them, along with two boss Models and two weapon models.
- TCO medical items need an overhaul, same as some of the ammo pickups.
- Outro needs new camera paths!
-Final tests
-Release:P


That's all, just to show you we are close to finish this stuff, don't wanna write the relase date, we all know how this ends up. I'll post some new pics soon so stay tuned.

LOL_PEANUTS - read the post above, if you need help with modeling and texturing pm me with the details.


Top
 Profile  
 
PostPosted: 03 Oct 2009, 17:29     Post subject:
Founder
Founder
User avatar

Joined: Nov 11th, 2007
Posts: 3620
Location: In a random access memory of dreams
Sounds very promising! :tup:

The most resource-intensive issue would seem to be animation, although I don't know quite what you mean by "special item placement". Sounds like you've finished the build, which can only be good. As to spells, well, I can live without them.

_________________
Image
Life is what you make of it.


Top
 Profile  
 
PostPosted: 03 Oct 2009, 18:19     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
Special items - you have to collect certain items in order to create one special item giving you for example +10% to accuracy etc. Of course there's a small trick you need to master in order to collect those :tup:


Top
 Profile  
 
PostPosted: 03 Oct 2009, 18:22     Post subject:
Founder
Founder
User avatar

Joined: Nov 11th, 2007
Posts: 3620
Location: In a random access memory of dreams
Kaka wrote:
Special items - you have to collect certain items in order to create one special item giving you for example +10% to accuracy etc. Of course there's a small trick you need to master in order to collect those :tup:


Sounds interesting!

_________________
Image
Life is what you make of it.


Top
 Profile  
 
PostPosted: 04 Oct 2009, 12:33     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
So as promised, new pic - new TCO medical pickups I made yesterday : Adrenaline, Bandages, Vitamines, Skaarj Nanites, Med Pack.

Image

All of them have different purposes, not all of them repair your health, some heal your wounds, other fix your broken bones. TCO health system has new interesting ideas, which will involve using some of these pickups together in certain situations, like f.e. leg/arm wounds : first player will need to use the bandages to stop bleeding and side effects ( lower accuracy etc.) then find med pack or nali fruit to repair health.


Top
 Profile  
 
PostPosted: 04 Oct 2009, 12:48     Post subject:
Founder
Founder
User avatar

Joined: Nov 11th, 2007
Posts: 3620
Location: In a random access memory of dreams
Sounds very complex. It strikes me that there's a risk with that kind of thing of over-engineering gameplay beyond what is appropriate in a straight first person shooter format. But the meshes look sweet to me!

_________________
Image
Life is what you make of it.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 636 posts ]     ... , , , 29, , , ...  

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group