XIV

Identity

XIV

Blurb

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!

Stats

Inception
3 years ago
Date Modified
-
Post Count
83

Skin Submissions

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GUI Submissions

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Game file Submissions

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Project Submissions

Script Submissions

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Sound Submissions

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Spray Submissions

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Sprite Submissions

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Texture Submissions

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Tool Submissions

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Tutorial Submissions

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    • P1: Beggar
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    Perhaps just a general concept projects ? I myself have some weapon concepts I could add.

    Wheres your head at?
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    Logan Dougall

    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.

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    No problem, I can do that too.

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    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 :)

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    Logan Dougall

    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.

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    Logan Dougall

    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.

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    Posted by Lost 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.

    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.

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    Logan Dougall

    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.

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    Logan Dougall

    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.

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    Ive put up a list of UE3 tutorials for you guys but its still a wip and its too late to do HTML ;(

    Getting bored with FPSB
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