You really didn't read what I just said, did you? I said you're right, no one wants to play a fan game that is the same as the game it's based off. I thank you all so much, you made me realize. :)
you're just using masking words, you're still going to make a game the same as cod you're just not going to label it as a fan game.
No, no, I'm serious. I am telling the truth.
[editline]9th October 2013[/editline]
I will have "Secret nazi weapons" sort of thing. But other than that it's my own. :)
God damn it, and to think I hated you all. You have given the best help I could of asked for. :)
we're not just going to suddenly like you and back your project because you say unconvincing things
Okay. Well that is not my intention, I just thought of an idea it might not work though. Since space has all kinds of unknown things and has Micro gravity and you could float of in space. What if I put a black hole somewhere, they are very powerful and if one to get too far out of the map they will be teleported back to a random spot on the map.
[editline]9th October 2013[/editline]
Sorry I mean worm hole.
i don't think the whole game development thing is working out for you so far
i doubt you will pull out any of these and B it STILL is a cod zombies fan game
Well, I didn't exactly think this through properly. I know what it takes to make a game, I know what to do and how to do it. I guess I just got obsessed with the idea of trying to fix what Treyarch broke.
When really like you said, I should be focusing on my own ideas.
[editline]9th October 2013[/editline]
We will be having a BETA, if I fuck up I can still fix it. As long as it doesn't drift into CoD like.
[editline]9th October 2013[/editline]
Making your own guns and maps is what Radiant is for.
Thanks guys. :)
[QUOTE=MangoSlice;42464121]
3ds Max 2012
& Photoshop CS6 (64 Bit) [/QUOTE]
I have a feeling you didn't pay for those.
I paid for Photoshop but not for 3ds Max, I got the student version.
but you were using blender earlier...
I use Blender for looking at stuff. Like I would finish a model, texture it, then import it into Blender too see if it looks good. I am more used to Blender than Max. I composite in Blender do get some crazy stuff going on. :)
[QUOTE=MangoSlice;42482201]I use Blender for looking at stuff. Like I would finish a model, texture it, then import it into Blender too see if it looks good. I am more used to Blender than Max. I composite in Blender do get some crazy stuff going on. :)[/QUOTE]
oh my god hahaha
Like, Unreal has some really nice shaders that Blender can accomplish only in the compositor, so I essentially add a glare, glow, focus blur in some spots, just to see how it might look in Unreal.
I'm not the programmer guy, my friend does that. That is why I import it back into Blender. Because he's not always on, he is busy with school and everything.
so excuse me if you want to see how a model would look " finished " why the heck you dont import it straight into UDK and not into a middleware? , seriously it has no rocket science you just import add the 3 maps diffuse,normal and spec and thats it, its like i made a character model and to see how it looks i would import in blender becouse their rendering is TOTALLY the same
The pipeline for getting models and animations into UDK is incredibly easy thanks to UDK accepting .fbx files exported straight from 3DS MAX. You really don't know what you are doing if you weren't aware of this or even bothered to look into it. Everything you have posted has just shown that you are not ready to take on such a task. You are needlessly wasting time trying to view something close to what it would look like in UDK instead of just putting it in UDK. If you want to get anywhere you need to accept the words of other people instead of acting in the manner you have chosen to exhibit.
[QUOTE=Tom083;42486855]The pipeline for getting models and animations into UDK is incredibly easy thanks to UDK accepting .fbx files exported straight from 3DS MAX. You really don't know what you are doing if you weren't aware of this or even bothered to look into it. Everything you have posted has just shown that you are not ready to take on such a task. You are needlessly wasting time trying to view something close to what it would look like in UDK instead of just putting it in UDK. If you want to get anywhere you need to accept the words of other people instead of acting in the manner you have chosen to exhibit.[/QUOTE]
he's a dipshit are you actually expecting him to learn?
I'd rather import it into Blender and composite it rather than import into UDK and add loads of shaders and shit. Like I said, I'm not the programmer, read before you speak.
So Importing a model to UDK and adding a diffuse texture like you would do in any other engine = programming?
oh god
Okay, I don't use UDK at all! My friend knows it well, I don't.
[editline]11th October 2013[/editline]
I only model, texture and animate.
[QUOTE=MangoSlice;42489738]Okay, I don't use UDK at all! My friend knows it well, I don't.
[editline]11th October 2013[/editline]
I only model, texture and animate.[/QUOTE]
but you want to make a fucking game and you cant import a model?
I just fucking said I don't import, script/code or whatever! My friend does that, I explained what I do. Jesus!
[QUOTE=MangoSlice;42489889]I just fucking said I don't import, script/code or whatever! My friend does that, I explained what I do. Jesus![/QUOTE]
modelers are expected to import and setup their model in the games industry.
I don't work at a game studio do I?
That's not what Johnny is saying, he's basically pointing out how you can't do an extremely basic thing, and you're just doing way more complicated things.
Well I don't use UDK, even if I could import it, I wouldn't I'd rather just do the modelling, texturing and stuff. Thanks for pointing that out. :)
Why would you let someone else do the work for you when modelers like you are supposed to do that?
If you do not even know how to do this I highly doubt you can make something like that small part (unless it took you alot of hours :v:).
Did you even study 3D modeling or anything close to it?
Now that I'm not a modeler, I'm not exactly sure how things work (even though I did work in 3ds max and some other programs before but I'm a coder so I don't really like to do this).
If you're going to make something good (atleast thats what you want it to be) you're also supposed to put some load on yourself and not completely on that other guy who has to import everything for you. You can easily download UDK yourself and import models by yourself, so help him out.
If you can't even handle that kind of "pressure" you should stop doing what you're doing and start studying until you've become more experienced with this.
Meh, I came back to this thread wondering if anything'd changed.
Unfortunately, nope, just Mango still taking any sort of criticism as "trolling" and backpedaling/retorting depending on what's said; but on to the topic at hand: Importing your shit into UDK.
It's really something [I]you[/I] should be doing, regardless of if you're at a game studio. What you're talking about doing is essentially like uploading an uncompiled model to Gamebanana and expecting people to not complain about it.
[QUOTE=MangoSlice;42491459]I don't work at a game studio do I?[/QUOTE]
i hope it stays that way
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