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    posted a message on The Hunt

    @Reaper872: Go

    Then make it clear it's a community project. And as to what that bulleted thing is I have no idea. I'm not rich, albeit I am a jerk and fairly selfish. Despite that I managed to teach myself, go to school, work for a living, and continue to develop various commercial applications and games (on the side as AED doesn't get enough money to make any of the leaders independently wealthy) as well as some open source projects. You can do it too, don't tell me you can't because I know that's bullshit. Develop the idea, figure out what direction you want it to go, then ask for help.

    Posted in: Project Workplace
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    posted a message on The Hunt

    @Reaper872: Go

    We all have our own things to work on and our own ideas to develop. What good would it do to join a project that has nothing, as opposed to just starting our own and being pretty much as well off?

    Posted in: Project Workplace
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    posted a message on The Hunt

    So you're making a map but don't know what kind of map you're actually making, and then complaining because no one is giving feedback on what isn't there?

    Posted in: Project Workplace
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    posted a message on Inactive/Abandoned project showcase

    @DuckyTheDuck: Go

    Emergence Day: Inactive
    Basically it's just a map based in the Gears of War universe with similar gameplay mechanics. Players would take control of a Gear in a survival-based storyline revolving around the immediate aftermath of the Locust emergence, kind of like NotD.
    I actually have a significant portion of the map done and the majority of the models are finished and rigged, however the m3 exporter doesn't work properly and the resulting conversion is usually not usable. So it's on hold while I rewrite it or until Blizzard releases theirs. There is a thread here with screenshots of it and a moddb page: http://www.moddb.com/mods/emergence-day/images

    The likelihood of me resuming it anytime soon is fairly small, as work on the exporter is exceedingly slow as it's fairly boring, and I have another map and a retail game that I'm currently developing.

    Posted in: Project Workplace
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    posted a message on I have some ideas, want your opinions

    @Keyeszx: Go

    If you want. Retail games aren't in the same category. We spend thousands of hours developing retail games, and they are of far higher quality. Someone might spend a few hundred hours on a map. There isn't much need for a menu screen typically as there aren't any levels for them to choose from or lists of options and configurations. Maps are no where near as complex as games either, typically there isn't much need for a tutorial as people are expected to be able to figure it out fairly quickly, as is usually the case. None of that would necessarily benefit the map or play experience. A lot of times the extra content is mostly just there to fill up the disk or as some form of cheap bonus system to encourage people to play it more.

    Posted in: Project Workplace
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    posted a message on (WIP) Spies vs. Mercenaries (working title)

    Spies vs. Mercenaries (SVM) is the temporary working title of a map currently under development by Varine (AED) and Tekaichi (I don't know what company or group he is affiliated with, sorry dude I forgot to ask).

    BACK STORY:
    The Soviet Union had approximately 30,000 nuclear weapons. When the USSR fell, the locations of many of these weapons, including several launch facilities, were lost.

    In 2008, a group of ultranationalist Russian terrorists known as the Red Soldiers began searching for one of these facilities rumored to be in Siberia. In 2013, the United States' CIA found intel that the Red Soldiers had successfully found the silo, and were working on restoring it to an operable state, using the long-abandoned village nearby that had been built to house workers during the site's construction. The US Army assembled a small team of soldiers from the Special Forces Operational Detachment Delta to launch an assault against the village and steal the Red Soldiers' battle plans believed to be held there.

    GAMEPLAY:
    There are two teams in SVM: The offending Delta Forces (Spies), and the defending Red Soldiers (Mercenaries).

    The offending team's units are faster and more agile than the defending units. However, they are unable to take as much damage as the defending team. The spies must be stealthy to be successful and make use of their speed and agility to outmaneuver the mercenaries. They are played in a third person perspective.

    The defending team's units are able to take much more damage, but are slower and will not be able to keep up with the spies in a chase. Each defending player will have several soldiers under their command, however may only directly control one at a time, but can issue orders to the other soldiers under their control. The defending team plays in a first person perspective.

    We are still developing the victory and defeat conditions to ensure fairness and balance in the game, and will post more information when the conditions are finalized.

    SCREENSHOTS:

    http://img7.imageshack.us/img7/9605/svmchurch.th.jpghttp://img62.imageshack.us/img62/4773/svmoverhead.th.jpghttp://img156.imageshack.us/img156/6241/svmvillage.th.jpg

    http://img7.imageshack.us/slideshow/webplayer.php?id=svmchurch.jpg

    Posted in: Project Workplace
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    posted a message on M3 Exporter

    @tigerija: Go

    Blizzard rarely provides much support, their games simply have the ability to retrofitted to almost anything you want to do with relative ease, however at this time we're just limited. I think we're all in fairly unanimous agreement that they're a relatively shitty company that just rakes in money from WoW, and does almost nothing else. Thus the reason we're attempting to fill this gap, as others did with Warcraft.

    Also I am going to start work on a different game (as until I or someone else fixes whatever is causing my vertex issues I can't do much more on Emergence Day). So keep an eye out for that in the near future.<sub> I'm working on a map for it right now, so soon enough there will be something to show. The exporter works as it is right now, you just have to jump through a lot of hoops to make it work, But their not really caring is good for me as, assuming I can achieve everything I want to, people will likely be aware of Aeternal Designs which is my ultimate endgame here as we need to sell a lot of copies of our game so that we can get servers for the ones we're really excited about.</sub>

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    Right now the priority is the various issues I and others seem to have had with flying vertices and the weighting issues. After which I will start working on materials and camera support, and then I might convert it to a standalone program and work on support for conversion of other filetypes, so that we can focus our efforts on making this single program excel, rather than having a bunch of separate scripts and plugins for individual programs.

    I also want to work on support for lights, as that seems to be something a lot of people want. I'll create a new thread once I either have a new release or have some form of announcement that warrants it so that we can have something a little cleaner.

    And thank you, NiN, for the clearly massive amount of work you've put into writing this.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I'm picking up on NiN's exporter where he left off. I'm still going through the code and trying to reteach myself MaxScript (it's been a long time since I've done any programming with it), but I'm creating a feature list, if anyone wants to tell me what they're looking for it to do via PM or otherwise (as currently my goals are making it export my models properly and nothing else). Hopefully I can get it a bit further, so as to help fill in some of the abyss Blizzard insists on leaving between mere conceptual dreaming and reality.

    Posted in: Third Party Tools
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    posted a message on Specular, Diffuse, Emissive, Normal?

    They're just basic material types. Diffuse is the one you see. Normal maps are a kind of virtual displacement, they simulate added detail to models without actually having that detail in the model. Specular maps are like mow much they shine. Emissive kind of 'lights up' an area when there isn't any other lights on it. Some people call it a light map, but that's a totally different thing that I don't think SC has.

    Posted in: Artist Tavern
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    posted a message on M3 Exporter

    http://img851.imageshack.us/i/previewer001.jpg/ http://img35.imageshack.us/i/import001.jpg/ http://img837.imageshack.us/i/import002p.jpg/

    Those are some screenshots of a couple of my attempted exports. I'm still playing around with it trying to figure it out, I'm wondering if you happen to have encountered something similar?

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @NiNtoxicated01: Go

    I keep getting flying vertices through the middle of the model.

    Posted in: Third Party Tools
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    posted a message on M3 Importer (3ds Max script) - certain files error

    Yes I agree, they seemed to have outdone themselves on making things confusing this time. I have yet to try to make a light, but it seems like it's kind of an issue. Has anyone tried just ripping it out while the game is playing?

    Posted in: Third Party Tools
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    posted a message on M3 Importer (3ds Max script) - certain files error

    What are you using to make the light?

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @IskatuMesk: Go

    Yes, I don't think Blizzard actually cares to be honest. They're just raking in money from WoW now, to be honest they don't really have to do anything anymore, they make billions of dollars a year without any more games. So they have time to ensure that this shit makes no god damn sense. Given the quality of this game, I'd say that's an accurate estimate of their time given how long they've been working on it. And banning people.

    Posted in: Third Party Tools
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