Gotta say fatty I do love me some RB6. Looking forward to the latest entry, that leaked concept video was mighty impressive in terms of what was going on.I put far too many hours into RB6:Vegas 1&2 online/coop...
Re: Screenshots
Posted: Tue Nov 15, 2011 2:47 pm
by MKJ
GONNAFISTYA wrote:Well...since the game has been officially announced, I can say that I'm working on this but I can't publically say what level I'm working on:
congrats on that my friend.
I used to laud RB6 since it was basically a more advanced version of Operation Jupiter.. oldskool swat game right there
also, it launched GRAW which I played to death.
Re: Screenshots
Posted: Fri Nov 18, 2011 12:17 am
by o'dium
A low detail map model that can be placed in the map, can be split into various bones/pieces etc.
ModEdit: Fixed Flash
Re: Screenshots
Posted: Fri Nov 18, 2011 6:13 am
by obsidian
Whenever I see skeletons in a game, I think it's Bones and he's about to shoot rockets.
Re: Screenshots
Posted: Fri Nov 18, 2011 11:35 am
by o'dium
You know what I think the same And the bones model/texture was a starting point for shape and things. I was onna go with an alpha tested chest ala Oblivion/Quake 3 etc but it just looked way too cheap.
Re: Screenshots
Posted: Mon Nov 21, 2011 6:50 pm
by CZghost
This is high detail model. The name of video is wrong. It's good for Rage (or Quake 4 / Doom 3) in right formats for these games.
But for Quake 3 and games with that engine is good low-polygon model (see X-RAY skeletons in cages in map q3dm11 - Deva Station)
Re: Screenshots
Posted: Mon Nov 21, 2011 10:20 pm
by o'dium
Why would it be for Q3? Its about 8k polygons, which is what, 16x the polycount of a Q3 player model? Never mind a map model Plus Q3 doesn't use normal/spec
Also, noticed the feet were on the wrong legs hahaha Plus the pelvis was too skimpy! Fixed!
Damn, that looks very good, where are the textures and models from?
There are some minor bugs like a mirrored newspaper at the start and a small gap under a porch, also clip over the boxes at the start is unnatural - you can easily jump there.
Otherwise great work with attention to details. 'Secret room' was cool too. This should be singleplayer map )
Re: Screenshots
Posted: Mon Nov 28, 2011 4:03 pm
by o'dium
A short video showing real time light shafts inside OverDose.
Re: Screenshots
Posted: Mon Nov 28, 2011 8:44 pm
by ^Ghost
lightmill wrote:
Damn, that looks very good, where are the textures and models from?
the base textures are a collaboration of photrealistic, evillair, cityy and phantazm... decal textures are found via torrents and a cool font i downloaded called Instant Graffitication
lightmill wrote:There are some minor bugs like a mirrored newspaper at the start and a small gap under a porch, also clip over the boxes at the start is unnatural - you can easily jump there.
the clip is a must, considering its a defrag map, without the clip the map would be finished in ~5 secs as opposed to 20 secs.
Re: Screenshots
Posted: Tue Nov 29, 2011 7:43 am
by deqer
o'dium wrote:A short video showing real time light shafts inside OverDose.
Cool.
BTW, are there bots in this? If so, are there ways of making a SP map for this? When I saw the rotating fan with volume light, I immediately thought of making an SP map. I think I flashed back to the first level in Unreal.
wip
Posted: Wed Nov 30, 2011 5:49 pm
by lightmill
wIP really
Re: Screenshots
Posted: Wed Dec 07, 2011 12:11 pm
by cityy
Just had a few hours off from school and went through the beginning of the modo tutorial.