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Tempust85

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Everything posted by Tempust85

  1. Nice job! I'd love to see someone make an underwater map, just to use this skybox. Who said we can't make underwater maps? You can! In one of my test maps for DF2 Mod, I made a pool. The player animations are a bit lackluster though.
  2. We've closed off the development sections to developers only.
  3. Wait 'til you get a load of rend2 in DF2 Mod.
  4. Would FPS take a hit if you used an .EFX file for the rain drops? Because you can set another .EFX to play from within the current .EFX file when the effect is "killed". Would be useful for making splashes, and you can also distance cull within the .EFX file as well.
  5. Looks freaking awesome! No idea how off-hand, but need to find a way to smooth the ship brushwork. Just please don't get too attached to how you've lit the map, the details or get attached to the textures. We will be creating all detailed geometry from models (baked from highpoly for the best results), using PBR texturing and most likely using some form of dynamic lighting. The already created details done in radiant will serve as guides for the models. The bare "shell" of the level which is anything to do with VIS, skybox, brushwork at a distance that the player won't get upclose to & stopping map leaks will be kept as-is, as with entities of course. If we were still using GL1, this puppy would be the crown jewel to show off. In saying that, still show it off. Again, superb job! All mappers need to heed what I've said above for future maps. As it is, I have to redo 01nar, 02nar & 07yun. P.S I've updated the in-game menus to match the main menu.
  6. @@minilogoguy18 if you could please try and recruit a PR person, that'd be great.
  7. Would love it if someone else can take care of the PR stuff, I've got ALOT to do already.
  8. My bad, had senior moment. What I was after was where to add/edit default key binds. The answer of course is default.cfg
  9. The menu is now fully updated. Just maybe a few tweaks, changed backgrounds and doing an ingame version left to do. I've also added a default cfg for default key binds.
  10. Where would I set default binds?
  11. Here's the new link: https://www.dropbox.com/sh/elc4sou0le1m151/AABI9NrTYMeQoDzbIBYfynJwa?dl=0
  12. Can anyone NOT see DF2 Mod sub forum at all? There should be the public discussion area and that's it for the public.

    1. Show previous comments  7 more
    2. MagSul

      MagSul

      That's all I see, with no topics/replies. o.O

    3. Tempust85

      Tempust85

      We haven't posted anything there yet. We're working on it. :)

    4. Smoo

      Smoo

      Oh ok cool

  13. I've had Circa close off the forum to the public.
  14. Resized menu for 16:9. @1080p: Bit sharper than that pic, it got resized. :\
  15. Love how he doesn't say who the artists are. All someone gets as a reply about my Luke is "JKA mod".
  16. Well you guys can worry about the tangent sync stuff. I believe SomaZ, is on a roll with some other cool shit.
  17. The structure and scripting are done. It just needs tweaks to health, ammo and armor drops. HOWEVER I will be redoing it for GL2 at some point. Just waiting for PBR to be 100% ready to go. In the meantime, I'll be learning substance and finishing redoing the menus with the cool new font I found.
  18. Ah shit I think it's the xp error again. I keep forgetting to compile for it.
  19. Going to post here everytime there's an update to the files on dropbox. Widescreen coding is finished. Change the screen ratio in setup while using a widescreen resolution. Currently supports 720p & 1080p. Maps are shit atm, don't expect any decent gameplay etc.
  20. I just fixed it while you were posting lol. It was indeed -s needing *ratio but not cmd->x. Basically, the start scale was fine but the end scale wasn't which I believe the { -s, c, 0.0f } line is responsible for. Thanks for the help guys!
  21. .....AO? But then why would you be showing that off in a cubemap... Just tell me already! I must know, it's killing me!
  22. Need moar hints!
  23. That PS2 game uses a t-900 model, which pretty much has coverings all over. The original t-800 model has everything exposed, thus means more tris than this game can handle. I could barely get HL2 to load one at 9k tris. Really needs a budget of upto 15k tris to look decent. It would look like total rat shit to have nearly all pistons as alpha planes. Yet ANOTHER reason we need a fully functioning GL2 for JKA.
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