MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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 Post subject: Re: Dusk
PostPosted: Wed Mar 14, 2012 1:12 am 
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will do man, will do. Thanks for the heads up for Vishnu Packer btw :mrgreen:

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 Post subject: Re: Dusk
PostPosted: Wed Mar 14, 2012 1:21 am 
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cant stop masterbating. where's the water for the docks ;)


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 Post subject: Re: Dusk
PostPosted: Wed Mar 14, 2012 4:00 am 
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I think the larger building needs some side prefabs, or something to cut it off without looking too sharp, but this looks really good, like a darker borderlands

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 Post subject: Re: Dusk
PostPosted: Wed Mar 14, 2012 4:01 am 
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It's still an early WIP ;) I'm sure he has more to finish.


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 Post subject: Re: Dusk
PostPosted: Wed Mar 14, 2012 7:32 pm 
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Wow looking cool, nice models and textures...

coca cola... ehm.. backwards? :roll: :mrgreen: :wink:

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 Post subject: Re: Dusk
PostPosted: Sat Mar 17, 2012 9:33 am 
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yobsnorb wrote:
coca cola... ehm.. backwards? :roll: :mrgreen: :wink:


Yeah.

Also, these textures look damned professional.


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 Post subject: Re: Dusk
PostPosted: Tue Mar 20, 2012 11:17 pm 
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Texture work, model work, EVERYTHING! Looks fantastic mate! :)

So when will we some outstanding level design of yours?

-Abdul Ahad


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 Post subject: Re: Dusk
PostPosted: Wed Mar 21, 2012 12:12 am 
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Thanks Guys...

Ahaha yeh, I'm not sure if it's SWR, or exporting to obj but my models are completely flipped horizontally, pretty annoying since even though it's only flipped it looks nicer in my modeler being the other way. Oh wellz, doesn't actually make much diff, I'll just pretend that nobody notices the backward lettering 8)

A darker borderlands is the look I'm going for :D And ye, I'll stick some crates and barrels around later.
Anyway, here's the water :P
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There's nothing much to the level design so far, but I've got it all mapped out in my mind so when I get time from school and the woman I can add to it little by little.

I'll keep ya posted :)

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 Post subject: Re: Dusk
PostPosted: Sat Mar 24, 2012 12:24 am 
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Wow, ynyr, this is fantastic! Can't wait for the official release :D
Amazing textures!

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I'm finally back... woo!


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 Post subject: Re: Dusk
PostPosted: Mon Mar 26, 2012 9:49 pm 
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Thanks man, Currently working on the HUD, things like weapon images etc.
Weapon wise I've currently done
Machete (as shown earlier)
handgun (based on a USP)
silenced smg (as shown earlier)
sniper (similar to the m14)
shotgun (based on the 'ranger' in mw2)

I'm going to start on a AK47 with fore grip and holographic sight attachments...
And then maybe a MP5 with red dot and torch attachments...

Anyway, I'll keep you guys posted. Got some pretty nice ideas for the level too :D

This will all probably get done some day in my easter hols
Weather's currently amazing and I'm kinda swamped with work as it is :(

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 Post subject: Re: Dusk
PostPosted: Mon Mar 26, 2012 9:59 pm 
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That's really cool, but I'd like to see more level design than just weapons ;)


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 Post subject: Re: Dusk
PostPosted: Mon Mar 26, 2012 10:16 pm 
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Plan right there man :L I'll get around to it eventually xD
It's just that weapons are fun to model :L

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 Post subject: Re: Dusk
PostPosted: Mon Apr 02, 2012 12:07 am 
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So that's the AK done. Finished it off with a kinda tactical texture, bored of the usual standard wood stock and grip ones. It's not totally accurate in that the holographic sight isn't mounted on a rail but I didn't want to do that because if you look at an actual AK47 with a holographic sight it looks pretty ugly since it gets raised up so high up by the rail and it needs this special attachment thing. So I just stuck the holographic sight straight on the gun :L. Also comes with extended mags and without a stock. I'll probably use the stock with extended mags in game.

Now - onto making some more of the actual levels and HUD...

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 Post subject: Re: Dusk
PostPosted: Mon Apr 02, 2012 12:41 am 
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Whoa mate! Well done with that gun! :D

Could we see a wireframe for that? Will you make holographic sight transparent for ironsights?

-Abdul Ahad


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 Post subject: Re: Dusk
PostPosted: Mon Apr 02, 2012 12:59 am 
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There 'ya go :)
Yeh, the holographic is already transparent. But that's the idea, hopefully Zoltan will add a true look down sight feature!

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 Post subject: Re: Dusk
PostPosted: Mon Apr 02, 2012 4:02 am 
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Looking good mate! That's a pretty clean wireframe, just how I like them! :D

-Abdul Ahad


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 Post subject: Re: Dusk
PostPosted: Mon Apr 02, 2012 4:30 am 
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looks awesome, something about this theme says it should have a light of some sort taped to it, or atleast one gun have a flash light on it

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 Post subject: Re: Dusk
PostPosted: Mon Apr 02, 2012 12:24 pm 
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Yeh that's a good point.
I'm thinking a pistol in one hand and a torch in the other :D

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 Post subject: Re: Dusk
PostPosted: Tue Apr 03, 2012 2:16 am 
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that sounds pretty cool, maybe have the torch be like a rusty pipe with burning cloth at the end

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 Post subject: Re: Dusk
PostPosted: Tue Apr 03, 2012 7:24 am 
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Ynyr, you are the master of weapon modeling on this forum. This is an actual, undeniable fact.


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 Post subject: Re: Dusk
PostPosted: Tue Apr 03, 2012 1:07 pm 
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we call flashlights torches in the uk :L it would be a flashlight and pistol me thinks :P

Cheers overlord :D I can't model organics or humanoids for shiz though :/

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 Post subject: Re: Dusk
PostPosted: Tue Apr 03, 2012 10:24 pm 
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oh lol, i was wondering how hold a stick of fire and a gun at the same time would work

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 Post subject: Re: Dusk
PostPosted: Tue Apr 03, 2012 11:10 pm 
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'f***, I managed to set my pubes on fire'

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 Post subject: Re: Dusk
PostPosted: Wed Apr 04, 2012 12:32 am 
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:lol:

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 Post subject: Re: Dusk
PostPosted: Wed Apr 04, 2012 1:15 am 
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ynyr wrote:
'f***, I managed to set my pubes on fire'


You are a riot. LOL

Marv

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 Post subject: Re: Dusk
PostPosted: Sun May 06, 2012 3:30 pm 
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Since there's going to be a big ass killer new release on SWR soon, I've decided to develop the level design on this game.
I'm in the middle of exams right now, well, they're starting soon so I'm going to start revising. but this will make good time of study breaks.
I'm going to try make the levels pretty complex and open world.
Being playing loads of Battlefield: Bad Company 2 yesterday so I'm pretty inspired - totally epic gameplay. I wouldn't mind something like that cross bred with something grimy and dark.

Anyway - The plan is I'm actually going to sketch up the level first - I thin this is a good idea because I wont get stuck not knowing what to do next etc.
I'll then scan it in and model it up.
Going to Next-Gen it.
Expect bump and normal mapping along with light mapping.
Ogre can import .xml which is pretty useful.
Since it also supports multiple textures this is going to be soooooo much easier. I can pretty much model out the whole level, not being able to do this was previously a massive limitation. So expect some non linear level design coming up :P

this is obviously if all goes to plan.

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 Post subject: Re: Dusk
PostPosted: Sun May 06, 2012 5:15 pm 
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sounds good, almost what i wanted operation sandman to be, good luck

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 Post subject: Re: Dusk
PostPosted: Sun May 13, 2012 1:20 am 
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WIP
Barrett m107 {military issue m82]
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Doesn't look like much at the moment, but I'm getting the basic shape down.
It's quite a ugly sniper rifle but it fires one hell of a punch!
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Starting to finally look like a rifle and not just a pipe. It will obviously be smooth shaded when I'm done.

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 Post subject: Re: Dusk
PostPosted: Thu Jun 14, 2012 9:37 pm 
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The 3 buildings in the middle are from FPSC.
Just seeing how they look with mine. I've found out a way how to make my models into prefabs, so my productivity has increased loads.
When I get around to it, I should be able to model pretty big levels quickly.

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 Post subject: Re: Dusk
PostPosted: Sat Jun 16, 2012 1:32 am 
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Crap...great stuff!

Are these models available from you?

Marv

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