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Everything posted by CaptainChar
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oh I wasn't going to have it craftable, eg, Deathcraft on L4d2 was all static world, not a dynamic or destroyable world, only in minor parts where it was prescripted, my world will likely either be based off a random seed from the xbox version, and I may use cracked blocks to represent breakable blocks, I never used any major mods like makermod etc but like I also said, i'll be releasing all my source stuff along with this one minecraft theme'd map
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I don't think we need to worry about base specs anymore for the game, almost everyone has quad or even x8 the specs the game needs, I think you'd have a lot of play room before the performance took a hit
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I just like to do things that haven't been done yet in JA, lol *wonders whats the max limit on destroyable brushes* lol
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I will make a map, and release a source with it, so anyone else may make their own world, I figured there was some minecraft stuff already made for JA, but no level BTW this is to scale with actual minecraft steve, each block being half the size, so I used the info_player_spawn as a reference, this may need to be tweaked
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whats wrong with Shatner singing to George Lucas
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if that's possible Kat, im seeing a lot of potential
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the biggest texture I used to date is 18mb on a single texture, but mind you its an entire planet
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this about as weird as I see the future getting: http://youtu.be/MDIBchVxSmE
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being awake for over a day makes one delerious
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It could be worse....eh maybe not, right now as long as Disney doesn't buy Star Trek as well, the fandom wont go on a rampage when the borg spheres are suddenly death stars
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I usually have PNG for things with alpha or them as TGA, but A batch convert sounds good, I just didn't wanna dive into this then find out, "oh you gotta use this format, trollololo"
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plain and simple, will GTK and JA see PNG image format in game? just so I know if I need to convert some textures I got or not to JPG
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that test animation looks, impressive
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well Im using on my one map _minilight 70 ambient 100 this is only for testing purposes as I do have actual light sources and light emmiting shaders present, its usually trial and error till you find the sweetspot where everything works fine, of course if you were to use purely light soruces, eg lamps, lights, candles, etc, you'd get a more realistic light effect, however the draw back with that method is you'll have to plan out your lights alot more
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I have vague memories of Dark Forces, I remember getting lost in an aquaduct like map, I might be thinking of the wrong game, lol
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reminds me when I started exploring a rogue squadron remake in JKA
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light value -1000 for example
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Chalk, id say you got it looking pretty similar to the N64 Death. http://youtu.be/9iUjJEtcXI0
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its loosely based off Sonic Generations, and the original was Sonic the Hedgehog 2.
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looking good, very good
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I want to clean my "plate" since I have so many ideas bottled up, and Im hoping to get a lot of them made