Search found 184 matches
- Fri Mar 29, 2013 2:47 am UTC
- Forum: Concepts
- Topic: Battle Suit (2)
- Replies: 48
- Views: 63482
Re: Battle Suit Concept
Nice work so far! I like #5. Shoulders may need some bulking up. Don't forget the matching helmet. #1 could be used as heavy armor. The only problem with using #1 for heavy armor and #5 for the battlesuit is a lack of differentiation between the two silhouette-wise. If #1 were to be used as heavy ar...
Re: LAS GUN WIP
@janev, imo the thumbholes in kenan's concepts look fine (they're not as small as in the image you posted) and look better than the pistol grip. I'd like to see a consensus on this, but we shouldn't spend too much back-and-forth on it. I think the question here is much more one of aesthetics than re...
- Wed Mar 27, 2013 1:15 am UTC
- Forum: Concepts
- Topic: Barricade (1)
- Replies: 3
- Views: 4262
Re: Alien Barricade Concept
Looks good! Hey, nice sketch! I like it style-wise but from a gameplay perspective, I'm not sure if we want to move away from a square footprint. I personally have no objections (I find the limitations of our current barricades somewhat silly), but we should discuss this here before you move on with...
- Tue Mar 26, 2013 1:41 pm UTC
- Forum: Community Development
- Topic: Color grading: a how-to guide
- Replies: 4
- Views: 6307
Re: Color grading: a how-to guide
"you'll be seeing your colour grade applied to the entire map" That is so amazing just from a mere screenshot edit... So basically in short, take a screenshot, "colour grade" it, then put it in the /gfx directory of a new pk3. Open Unv and do ]/testcgrade gfx/<imgname.prefix> an...
Re: LAS GUN WIP
From a real world point of view I have my doubts about those handles (#1) with thumbholes in the buttstock. It's just not ergonomic and fast. If you are referring to the shape of the bullpup-style stock, that's something that's been done quite a few times successfully, unless you are referring to t...
- Mon Mar 25, 2013 11:28 pm UTC
- Forum: Assets & Artwork
- Topic: Modifying Existing Assets
- Replies: 10
- Views: 8295
Re: Modifying Existing Assets
That's not the normalmaps, that's the specmap. You just need to tone those down. Oh, it's both. It sure as hell is both; I can tell by the pixels. (No, really, I can tell just by looking at the normal map itself that it's bad.) The problem lies in the approach. The normal maps were created using gr...
- Sun Mar 24, 2013 12:23 am UTC
- Forum: Ideas & Suggestions
- Topic: Resource game reviews
- Replies: 6
- Views: 4986
Re: Resource game reviews
Power/creep restrictions felt really pointless: everywhere people just built an egg/leech or repeater/drill pair -- it felt like I had to build two things for one purpose. My guess is that everyone would be surprised by how much more fun it'd be to not have power/creep at all, but if it has to stay...
Re: LAS GUN WIP
Hey, nice to see something so quick from you! So, on to (constructive!) criticism: I want very much to like this concept, and I do, however, I feel as though the front end of it is a bit eerily similar to the Marines' rifle from the Aliens franchise. This is not necessarily a bad thing as it does lo...
- Sun Mar 17, 2013 11:45 pm UTC
- Forum: Ideas & Suggestions
- Topic: Keyboard layout proposal
- Replies: 17
- Views: 13987
Re: Keyboard layout proposal
How about both good default binds and intuitive interface? Like kharnov said, a better interface is being worked on. When I say "worked on", I mean we're working on integrating libRocket, which would then let us actually get to the part where we make the GUIs and do all that fun stuff, bu...
- Sat Mar 16, 2013 1:47 am UTC
- Forum: Maps & Textures
- Topic: City Centre
- Replies: 7
- Views: 5732
Re: City Centre Map Project
Who do we have making the modular components?