• The 1 week MOD challenge
    3,506 replies, posted
There we go might still be processing: [media]http://www.youtube.com/watch?v=XFq0XtCi5O4[/media]
[QUOTE=.FLAP.JACK.DAN.;27980150]There we go might still be processing: [media]http://www.youtube.com/watch?v=XFq0XtCi5O4[/media][/QUOTE] been playing bad company 2 I see hey Jlea, are you considering vehicles?
Yes I have.
fixing page 14
[hd]http://www.youtube.com/watch?v=P-LTT4G2qXI[/hd] Still processing... It's just a test for the core of my destructable barrier cover. The other one next to it is what it'll go inside, which can also break off like tiles, but it's not set up yet.
[QUOTE=Legend286;27980712][hd]http://www.youtube.com/watch?v=P-LTT4G2qXI[/hd] Still processing... It's just a test for the core of my destructable barrier cover. The other one next to it is what it'll go inside, which can also break off like tiles, but it's not set up yet.[/QUOTE] It's awesome, looks like it breaks realistically.
[QUOTE=CakeMaster7;27980998]It's awesome, looks like it breaks realistically.[/QUOTE] master of sarcasm
Anyone finished any models yet, at all? They don't need to be perfect
[QUOTE=The Vman;27965148]This is a shitty test [media]http://soundcloud.com/ineedascotch/voicetest2[/media][/QUOTE] When can we get this ingame? [QUOTE=Legend286;27980712][hd]http://www.youtube.com/watch?v=P-LTT4G2qXI[/hd] Still processing... It's just a test for the core of my destructable barrier cover. The other one next to it is what it'll go inside, which can also break off like tiles, but it's not set up yet.[/QUOTE] Phys boxes aren't a good idea to add to breakable cover. It's messy and if used a lot can be very resource demanding. Just use simple func_breakables.
if you're going to try dmm at least make it semi-realistic looking, don't make all the pieces parallelograms and shit
[QUOTE=cccritical;27981693]if you're going to try dmm at least make it semi-realistic looking, don't make all the pieces parallelograms and shit[/QUOTE] Yeah, we're not fucking slicing them with swords, a block doesn't fall into perfect shapes when blasted apart.
[media]http://www.youtube.com/watch?v=k28QnAfwrgM[/media] [editline]10th February 2011[/editline] [media]http://www.youtube.com/watch?v=LHMKxR-mvG0&feature=related[/media]
is the OP not updated or is there no images posted yet
[QUOTE=cccritical;27981893][media]http://www.youtube.com/watch?v=k28QnAfwrgM[/media] [editline]10th February 2011[/editline] [media]http://www.youtube.com/watch?v=LHMKxR-mvG0&feature=related[/media][/QUOTE] A very well chosen example.
[QUOTE=CakeMaster7;27981930]A very well chosen example.[/QUOTE] yeah I liked how the beer can exploded
[QUOTE=cccritical;27981951]yeah I liked how the beer can exploded[/QUOTE] And that cinder block was a good example, though the round used was bigger than any round used in HL2 (It's the round used by the AK47) and we're shooting at a thick stone wall in that video (the one we criticized for unrealistic breaking), not a cinderblock.
it's still a good idea to base the debris off of what was in the video, that would be preferable to rhombuses [editline]10th February 2011[/editline] also, rebar is important [img_thumb]http://upload.wikimedia.org/wikipedia/commons/4/45/Fractured_reinforced_concrete_column.JPG[/img_thumb]
[QUOTE=cccritical;27982010]it's still a good idea to base the debris off of what was in the video, that would be preferable to rhombuses [editline]10th February 2011[/editline] also, rebar is important [img_thumb]http://upload.wikimedia.org/wikipedia/commons/4/45/Fractured_reinforced_concrete_column.JPG[/img_thumb][/QUOTE] I agree.
I need some sort of simple launcher. It'll function similar to the tf2 rocket launcher
It's not going to be realistic looking for a week project, think about it guys. It all doesn't need to be perfect
[QUOTE=CakeMaster7;27982100]I agree.[/QUOTE] stop agreeing with me [editline]10th February 2011[/editline] [QUOTE=mr apple;27982171]It's not going to be realistic looking for a week project, think about it guys. It all doesn't need to be perfect[/QUOTE] it still shouldn't be shit quality in fact, does destructible cover really fit the theme?
[QUOTE=cccritical;27982217]stop agreeing with me[/QUOTE] I agree, I should stop agreeing.
[QUOTE=Matrix374;27981921]is the OP not updated or is there no images posted yet[/QUOTE] It's not updated, just read the thread. It's pretty interesting. [QUOTE=CakeMaster7;27982282]I agree, I should stop agreeing.[/QUOTE] I agree with your agreement that you should stop agreeing, despite how agreeable your agreements are. Well, agree no longer seems like a word to me.
Well my map is pretty much done as far as game elements go.. [editline]10th February 2011[/editline] Until we get the emplacement entities
Hey could this be used at all? [img]http://media.moddb.com/images/members/1/315/314794/rhjjjqj.png[/img] WIP
Back from a party, Now under the influence :siren::pcgaming: [b] OF DANCE FEVER[/b] :pcgaming::siren:
yeah that looks sick, can you texture it [editline]11th February 2011[/editline] [QUOTE=GameDev;27982799]Back from a party Now under the influence :siren::pcgaming: [b] OF DANCE FEVER[/b] :pcgaming::siren:[/QUOTE] im so hungover today, i havent even started working on anything and its already 2pm
[QUOTE=yumyumshisha;27982725]Hey could this be used at all? [img_thumb]http://media.moddb.com/images/members/1/315/314794/rhjjjqj.png[/img_thumb] WIP[/QUOTE] Crowbar replacement right here
If you guys don't mind "Idea Guys", I have a couple. 1. When you kill an enemy, you can take a small portion of their fuel for yourself. This can result in large flight combos for those who are expert killers. 2. No regenerating health. Have the players depend on medics or health kits, this will inspire teamwork. 3. Class powers: Assuming you guys are doing the typical heavy/medic/assassin/sniper/builder type class structure. Gunners: Large health, slower than other classes, needs more momentum to use jetpack fuel efficiently, most powerful in a 1v1 fight. Medic: Can heal others by using a Nanokit. Blood is filled with Nanites so he can heal slowly on his own. Has weak sidearm. Assassin: Pretty much the spy from TF2 without the instakill-knife. Most light and agile character. Sniper- He snipes. Bad in close quarters. Builder-Can deploy team-friendly turrets. Can give ammo to other players. Can build fuel dispenser. Weak side-arm.
[QUOTE=Nitrowing;27982931]If you guys don't mind "Idea Guys", I have a couple. 1. When you kill an enemy, you can take a small portion of their fuel for yourself. This can result in large flight combos for those who are expert killers. 2. No regenerating health. Have the players depend on medics or health kits, this will inspire teamwork. 3. Class powers: Assuming you guys are doing the typical heavy/medic/assassin/sniper/builder type class structure. Gunners: Large health, slower than other classes, needs more momentum to use jetpack fuel efficiently, most powerful in a 1v1 fight. Medic: Can heal others by using a Nanokit. Blood is filled with Nanites so he can heal slowly on his own. Has weak sidearm. Assassin: Pretty much the spy from TF2 without the instakill-knife. Most light and agile character. Sniper- He snipes. Bad in close quarters. Builder-Can deploy team-friendly turrets. Can give ammo to other players. Can build fuel dispenser. Weak side-arm.[/QUOTE] I don't think they're trying to be TF2 here, that said the first thing is definitely a good idea in my book.
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