MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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 Post subject: The Asylum
PostPosted: Fri Jan 18, 2013 2:41 am 
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Shadows are currently the rage so I've given it a go, they're purposely inaccurate so to give exaggerated appearance.
Keeping levels fairly linear so it should be pretty quick to model.

...Really want weapons though.. :/

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 Post subject: Re: The Asylum
PostPosted: Fri Jan 18, 2013 4:04 am 
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Last edited by Tombsville on Thu May 02, 2013 8:34 pm, edited 1 time in total.

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 Post subject: Re: The Asylum
PostPosted: Fri Jan 18, 2013 6:15 pm 
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yeh nice effect ;)
and great to start in a asylum.
But do you also suffer from texture tiling problems? (for bigger models), like i have?

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 Post subject: Re: The Asylum
PostPosted: Fri Jan 18, 2013 8:05 pm 
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Cheers Guys!
@yobsnorb: not that I know of, sounds like an issue with your uvmap? You can send the model via pm if you want and I'll have a look at your uvmap.

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 Post subject: Re: The Asylum
PostPosted: Fri Jan 18, 2013 8:31 pm 
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I am humble at your feet and I am controlling my drool. Great job.

Marv

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 Post subject: weapons
PostPosted: Sat Jan 19, 2013 4:38 am 
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ynyr wrote:
...Really want weapons though.. :/


I think player weapons may be possible, but with creative use of the current scripts available.
like the attatchobject (weapon), ifkeypressed then playanimation (attack).

But i cant think of anyway to get it to actually do anything to the npc :?

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 Post subject: Re: The Asylum
PostPosted: Sat Jan 19, 2013 5:47 am 
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That's the thing, the look is perfectly achievable, it's actually quite easy. You could probably even do muzzle flash with grablight and flickering linked to a keypress.
the mechanics of the actual weapon isn't yet actually possible with the current scripts range, and there's no point having a weapon if it isn't usable.
Hopefully Zoltan will come around to adding shooter mechanics , even if its requires a lot of creative scripting from our side.

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 Post subject: Re: The Asylum
PostPosted: Sun Jan 20, 2013 3:22 am 
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this looks awesome, nice work

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 Post subject: Re: The Asylum
PostPosted: Thu Jan 24, 2013 2:32 am 
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I think a MegaKerma - FPS Edition would be a real possibility in the future. Being able to port over ur levels from MK and add combat, that wud be awesome. So u have like two versions of your game, one for brain bending and one for instant gratification. lol

by the way, getting the light from the windows to reflect on the floor (If u use blender 2.6+ I prob. already know how u did it) is a cool effect, adds realism.

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 Post subject: Re: The Asylum
PostPosted: Tue Feb 05, 2013 1:08 am 
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I hope so, it would be cool.
Cheers and no I'm not a Blender user :P

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concept screen for the 'trippin' levels

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 Post subject: Re: The Asylum
PostPosted: Tue Feb 05, 2013 7:58 am 
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Ohhh shrooms everywhere.....
Lol, they look nice.... is it going to be used for amnesia level?

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 Post subject: Re: The Asylum
PostPosted: Fri Jul 05, 2013 8:14 am 
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Let the spam begin! xD

Awesome work on the stuff mate! I'm just wondering, how do you make your textures? Do you start from scratch or do you use an image from a website similar CGTextures?

-Abdul Ahad


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 Post subject: Re: The Asylum
PostPosted: Fri Jul 05, 2013 5:10 pm 
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haha spam :P... Well for me i make them myself.

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 Post subject: Re: The Asylum
PostPosted: Tue Jul 23, 2013 8:21 am 
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Dude dude dude dude dude, this looks amazing.
Keep it up man

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