• Ivan's Secrets v2
    1,282 replies, posted
[QUOTE=JLea;30325289] [IMG]http://dl.dropbox.com/u/41968/ivans/sdk_vehicles0005.jpg[/IMG] [/QUOTE] Err, what is this..?
[QUOTE=El_Ludovich;30564652]Err, what is this..?[/QUOTE] A picture.
[QUOTE=El_Ludovich;30564652]Err, what is this..?[/QUOTE] All the ducks are swimming in the water.
[QUOTE=El_Ludovich;30564652]Err, what is this..?[/QUOTE] A mexican standoff.
This has been bothering me for a while now, but where do you get the music for your videos?
He makes it. [editline]19th June 2011[/editline] Sampling mostly limp bizkit songs and frankenstening them with other songs, making the horrible abominations we all know and love.
I stole the makarov gun shot from black ops so you won't have to use CSS sounds :cool: [url]http://min.us/mvphGPH[/url]
Haven't checked on this in a while, but it looks awesome! Only thing I don't like is the way you say "RELOADING" every time you reload. The games singleplayer is going to have you going at it solo, right? Well when you're alone in a firefight against multiple opponents, informing them that you're out of ammo and temporarily unable to fight is NOT a good idea. Besides that it looks awesome. I don't mind the linearity of it, linear games may not have the longevity of open world ones, but they're more fun while they last.
[QUOTE=ShadowSocks8;30572198]blah blah blah[/QUOTE] I don't think they're going to add in the voice overs for weapons info in single player.
[QUOTE=Zeonred;30572396]I don't think they're going to add in the voice overs for weapons info in single player.[/QUOTE] I agree, It'd probably be better if it was only for co-op.
[QUOTE=GameDev;30574577]I agree, It'd probably be better if it was only for co-op.[/QUOTE] Nah. Just make the character spout it out at random times to confuse the enemies.
JLea, I still haven't mastered the displacements you've shown me.
Hazard makes much better displacements than anyone
[media]http://www.youtube.com/watch?v=6I9aBzgPE5Q[/media] Who made this map?
Oh that was me
I suck at exteriors, but I'm good with interiors
I wish I knew how too map :( Anyway I wasted a whole day making specular maps/bumpmaps for a bunch of metal textures :l [quote][img]http://www.1337upload.net/files/testandstuff0003.jpg[/img] [img]http://www.1337upload.net/files/testandstuff0000.jpg[/img] [img]http://www.1337upload.net/files/is_warehouse0102.jpg[/img][/quote] And made a few more cliff textures, I don't know why. Maybe I can use them for coop since it can be in different locations around the world Right click -> view image Anyone know any good tutorials for making skybox textures, I want to learn. It would be cool
I don't know how it could be simpler. First choose either [B]boolean[/B] or [B]algorithm[/B] mode, then select the lighting settings from the list (hexadecimal) and create an array matrix with the included settings and a separate, child-array for the settings you want to leave out. Next, use the hermeneutics wizard to define each of the 360 points of your lighting angles, and HDR settings(optional), careful not to use characters that diminish the efficiency of Tenser's theorem. After this, you must create a 3D data model, in which you pair off the various setting results based on their visual representation. Finally you can execute the skybox creation engine by uploading a perl script directly into the Valve SDK servers, then gopher into the server (first you must use zmodem or kermit to establish a PPP/SLIP connection) and execute the script by typing ./perl -F -a -t [yourscriptname] and at the next prompt, enter your 24 digit user GUID and the SHA3 hash of your Steam Account.
I want your babies.
[QUOTE=JLea;30577562]I don't know how it could be simpler. First choose either [B]boolean[/B] or [B]algorithm[/B] mode, then select the lighting settings from the list (hexadecimal) and create an array matrix with the included settings and a separate, child-array for the settings you want to leave out. Next, use the hermeneutics wizard to define each of the 360 points of your lighting angles, and HDR settings(optional), careful not to use characters that diminish the efficiency of Tenser's theorem. After this, you must create a 3D data model, in which you pair off the various setting results based on their visual representation. Finally you can execute the skybox creation engine by uploading a perl script directly into the Valve SDK servers, then gopher into the server (first you must use zmodem or kermit to establish a PPP/SLIP connection) and execute the script by typing ./perl -F -a -t [yourscriptname] and at the next prompt, enter your 24 digit user GUID and the SHA3 hash of your Steam Account.[/QUOTE] I always get the SCE stuck in a feedback loop and have to kill it with the task manager. :( Does it support decompiled TGAs or do I need to bounce them through VTex first?
[url]http://forum.interlopers.net/viewtopic.php?f=11&t=31416[/url] a bit out of date, but hey, what isn't?
Will there be a coop JUNGLE scenario? [MEDIA]http://www.youtube.com/watch?v=gkxKniekhJY&feature=related[/MEDIA] Like this :v:
The Aral sea doesn't have that many jungles I'm afraid.
[QUOTE=Hazrd24;30577149]Anyone know any good tutorials for making skybox textures, I want to learn. It would be cool[/QUOTE] I have a friend who's experienced with Vue if you're using it, perhaps he can give you some pointers
[QUOTE=meazum;30582829]The Aral sea doesn't have that many jungles I'm afraid.[/QUOTE] [QUOTE=Hazrd24;30577149] And made a few more cliff textures, I don't know why. Maybe I can use them for coop since it can be in different locations around the worldl[/QUOTE]
[QUOTE=Falchion;30582124]Will there be a coop JUNGLE scenario? [MEDIA]http://www.youtube.com/watch?v=gkxKniekhJY&feature=related[/MEDIA] Like this :v:[/QUOTE] yeah and we can have one where you're in siberia and you're climbing a snowy cliff and you have you jump a gap but you almost fall of but your deep russian accented comerad saves you :downs:
[QUOTE=GameDev;30585700]yeah and we can have one where you're in siberia and you're climbing a snowy cliff and you have you jump a gap but you almost fall of but your deep russian accented comerad saves you :downs:[/QUOTE] omg liek call of duaty!!
[QUOTE=GameDev;30585700]yeah and we can have one where you're in siberia and you're climbing a snowy cliff and you have you jump a gap but you almost fall of but your deep russian accented comerad saves you :downs:[/QUOTE] then we can add a nazi zombies mode even though the story has nothing to do with nazis or zombies!
[QUOTE=GameDev;30585700]yeah and we can have one where you're in siberia and you're climbing a snowy cliff and you have you jump a gap but you almost fall of but your deep russian accented comerad saves you :downs:[/QUOTE] I believe that video is about Colonel John braddock. Not Call of Duty. What the fuck are you trying to say.
[QUOTE=JLea;30577562]I don't know how it could be simpler. First choose either [B]boolean[/B] or [B]algorithm[/B] mode, then select the lighting settings from the list (hexadecimal) and create an array matrix with the included settings and a separate, child-array for the settings you want to leave out. Next, use the hermeneutics wizard to define each of the 360 points of your lighting angles, and HDR settings(optional), careful not to use characters that diminish the efficiency of Tenser's theorem. After this, you must create a 3D data model, in which you pair off the various setting results based on their visual representation. Finally you can execute the skybox creation engine by uploading a perl script directly into the Valve SDK servers, then gopher into the server (first you must use zmodem or kermit to establish a PPP/SLIP connection) and execute the script by typing ./perl -F -a -t [yourscriptname] and at the next prompt, enter your 24 digit user GUID and the SHA3 hash of your Steam Account.[/QUOTE] I was just about to say that.
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