Not sure if it would be useful to you modelling types but blender 2.70 is out: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70 Includes some features for game stuff. I also heard that this just became free if its any use to anyone: http://dev.quixel.se/ddo
The one thing that can be of use to us in the new Blender version is probably the discrete LOD. Other than that the threading in the dependency graph for more performance in Blender. Concerning DDO: From what I can see in their shop, it's not free. http://dev.quixel.se/shop I would also rather recommend Substance Designer and Substance Painter by Allegorithmic, to be honest. And if you want something completely free, nothing beats xNormal.
a pitty he didnt really answer silks questions yet its nice explanations and thoughts, i hope the follow up post(s) will be of similar quality, its always enlightening to see how others work - even if you dont really learn to know new features.
Just wanted to throw this one out, I've been using it for a school project. Just list the categories to "Lowest Prices" and you can find plenty of free stuff. Turbosquid - Free 3D Models (Searched for Military) Transport Boat Northern Faction Heavy cruiser attack ship A concrete block Rocks Textures
I lold Nice, could use this as a sunken model or something? Looks great, should get that in Some lower poly count rock models (0-2K): http://www.turbosquid.com/3d-models/free-wallstone-stone-3d-model/730266 (wallstone, great for cover!) http://www.turbosquid.com/3d-models/stone-obj-free/733996 (similar stone, but has a bit more texture to it) http://www.turbosquid.com/3d-models/free-stone-3d-model/727066 (simple mossy stone, only 80 polys so you can spam a bunch of these for handy prone cover?) http://www.turbosquid.com/3d-models/stone-x-free/745530 (flattish stone, 2 textures) http://www.turbosquid.com/3d-models/stone-obj-free/745533 (same) Textures: http://www.turbosquid.com/FullPreview/Index.cfm/ID/414737 - Yellow gravel (2K) http://www.turbosquid.com/FullPreview/Index.cfm/ID/550542 - Blue-black stone (2K) http://www.turbosquid.com/FullPreview/Index.cfm/ID/595634 - GOOOOLLLDDDDD (2K) http://www.turbosquid.com/FullPreview/Index.cfm/ID/548837 - Rock (2K) http://www.turbosquid.com/FullPreview/Index.cfm/ID/502548 - Yellow rock (2K)
I'm quite sure about the answer, but let's ask anyway. Has anyone who at some point mentioned helping out something to show or a progress report? People that MIGHT have done something: freaknovich (base) flasche (base)(models) harryhoot (airbattles) lorddz (entity explosions) misfire (models) firewarrior (models) ... Just asking cause with Money fixed, Canyon updated and the remaining changes I wanted to make to Duststorm all requiring other people I could return to Echelon.
Quite the opposite. If they haven't done anything, I'll have lots of work left Your only hope is that they've done everything ... good luck :p Of course if you have small problems that need fixing send them ... though preferrably maps that are at least somewhat optimized this time. Simple things, like being able to open or compile them would be quite nice
Well someone just recently found this topic :D Seen these yet paradox? https://www.youtube.com/watch?v=4bMl1nHrDOk https://www.youtube.com/watch?v=8kURvZZinOw
Can u send me a dropbox lnk to an entire folder I just need to copy paste so I cna test it out for you, not really test it out just to see it and give critisism.
I just had an amazing idea is it possible to make it snow? Like when nf assaults base its snowing, after every consecutive flag a layer of snow will be added until base has been taken over this results in BE assaulting nf base but now snowing has stopped andthe entire map is covered in a thick layer of snow. Tl;dr its snowing and every flag adds 2 cm of snow
... god no. It would be cool but, I can only think of the FPS loss due to it. Empires is already crappy with its fps usage to some people (not me). Should the GUI overhaul fix the FPS issue then we can go down that path.
Once the brushwork for the base is done I'll post a link to the map here. Untill then I have plenty of goals left that could change the map anyway.
Does foggy maps automagically have shorter draw distance? Or is it still drawing all the things, and then fog on top? Because if we are talking a real snowstorm here, and a heavy fog lowers draw distance, it could actually improve fps. No idea how one would do dynamically increasing snow on the ground and all props without it looking shit though.
"By adding fog to a level, you can hide a FarZ Clip Plane, and reduce the amount of rendered geometry, improving game performance." Fog Controller I don't really feel like Silk's map fits with snow, it should be sunny and filled with explosions. Any other map, sure. For dynamic snow, spam func_brushes over the map named layer1, layer2, layer3, etc.. Use several Func_Precipitation with different Densities that you enable/disable after each flag.