Introducing the next gen version of XIII: Game.
The game will have fully cellshaded maps and models and will surely keep you busy for a long time!
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Perhaps just a general concept projects ? I myself have some weapon concepts I could add.






Mind if I kinda mess up the WiP organization a bit here and add two projects I've currently got going?
Would be easier if there was a subprojects feature as well. Might make a thread asking for that now that Toms more active.
But yea, I have the two level designs with some content that I was working on the last little bit before I got busy with exams. Figured its about time to post some of it.






No problem, I can do that too.






Yea i have been working on environmental areas too so i can get portfolio work done. Since this is gonna be a UT3 mod, can't i model a map in max? :D I would like to do that :)






I haven't been able to get out as much model work in the past month or two as I've been working on some things FPSB related with a bit of a time crunch involved.
That and I have some oh so wonderful exams atm...Nothing better than 6 hours straight in front of laptop each day to make you hate homes lol.






I read through some helpful tutorials on shaders, so understanding how they work now still doesn't help too much, its been a few long looong years since my C++ programming courses lol.
But yea, interesting read, with per-object shaders the cell effect can be created on models and players quite easily, also some post-process shaders can be quite useful. Parallax Mapping on textures for example - give it that UT3 Feeling and detail without the extra polys :D Along with any other visual effects, damage, explosions reflected on players view and so on.






Nice find, maybe we can watch the development of it, if it turns out alright we could send a formal email to him about using the code in the mod.






Hmm, found that abscure referance to a HL2 cell shader: http://www.garry.tv/?p=327.
Not sure if he knows the reason for the limited range was the LOD levels of the model. Wonder if we could get ahold of that shader code :P
I'll do some more digging around, maybe find more info from other sources.






Pretty much all those tutorials are calling for max, never been too fond of it due to being too cluttered for my tastes. That and I haven't had the license for it for about a year now heh. Didn't bother renewing it.
If your all set on moving to the UT3 engine - and I completely understand why lol, source has been outdated quite some time - I may just have to let this opportunity go so that those who are more experienced in max can work faster.
Ive put up a list of UE3 tutorials for you guys but its still a wip and its too late to do HTML ;(