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darklight
#318651
04/08/10 23:24
04/08/10 23:24
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Joined: Dec 2006
Posts: 55 Sweden
OP
Junior Member
darklight
A horror fps still in development. using a7 com, intenseX and shade-c. more pictures can be found at. pictures.thedarkprojekt.net and more information and a walktrough video can be found at. www.thedarkprojekt.netps. in the screens the weapon models have not been changed and still use the intenseX gun, but in the video the weapons have been changed. hope to finish the demo levels soon so i can realese them for you to try.
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Re: darklight
[Re: mikaldinho]
#318696
04/09/10 09:46
04/09/10 09:46
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Joined: Dec 2006
Posts: 55 Sweden
overseer
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Posts: 55
Sweden
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thanks guys glad you all seem to like it.
the outside house textures are the same becouse its one and the same building its a midevil castle, one tex for the stone and one for the petrified wood.
if i would have alot of different textures it would not look like one building anymore and thats why they all look the same.
cheers
Lets finish this mother¤%"#%& of.
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Re: darklight
[Re: overseer]
#318785
04/09/10 21:00
04/09/10 21:00
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Joined: Feb 2010
Posts: 886
Random
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User
Joined: Feb 2010
Posts: 886
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That meens we are alowed to use the intense x ai for our games?? When yes, cool I didn`t know that!
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Re: darklight
[Re: Random]
#318819
04/10/10 02:52
04/10/10 02:52
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
Serious User
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Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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looking very good!
great shadows and atmosphere!
I like the screen with the guy whose eyes are lit up red! Really cool! EDIT: I really like the video! I didnt have a chance to watch the whole thing, but I can't get over the guy whose plastered to the wall, and his blood had dripped down! Really really cooL!
Keep up the good work!
Devon.
Last edited by DevoN; 04/10/10 03:01.
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Re: darklight
[Re: sPlKe]
#318957
04/11/10 00:03
04/11/10 00:03
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Joined: Dec 2006
Posts: 55 Sweden
overseer
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Junior Member
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Posts: 55
Sweden
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Again ?? well i can tell you for the first time ok If i would use as high rez texture and high polycounts you and i would like then the game will run accordangle meening slower,and if a game is not playable their would be no use in making it. As is i have allready gotten E2000 TXCREA errors and the only work around is lowering the texture resolution on the level meshes. NPC´s and detail meshes will get one final rewamp once i have reached the five level completion mark so i can make sure the levels run without any DX errors. that is the beauty with meshes they can be replaced on the fly without major rework of the levels.
Lets finish this mother¤%"#%& of.
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Re: darklight
[Re: sPlKe]
#319033
04/11/10 17:02
04/11/10 17:02
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Joined: Dec 2006
Posts: 55 Sweden
overseer
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well the gun model in the screens are not made by me but the once in the vids are but skin1 will be replaced by a highrez tga version now its using a lowrez dds.
Lets finish this mother¤%"#%& of.
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Re: darklight
[Re: darkinferno]
#319215
04/13/10 08:33
04/13/10 08:33
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Joined: Dec 2006
Posts: 55 Sweden
overseer
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actually the gun and shotguns are a first anim and model version i made to test things out will be reanimated and tetextured later on, actually donated them to the intenseX community as is objects since i will not use them as is myself. but so far most posts have been positive so i will really try to get a demo version out soon, but seems everytime i think im getting close some new issue pops up
Lets finish this mother¤%"#%& of.
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Re: darklight
[Re: overseer]
#319244
04/13/10 14:37
04/13/10 14:37
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Posts: 2,488
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@DarkInferno and Spike : You two are telling things directly, ok , but don't be too hard, it's an indie game made by a lonewolf, it's not a studio. He is programmer before 3D artist.
But i agree, high res textures can be created easily, but will A7 have enought power , i doubt ? Let him make a playable level first.
What i find strange, lot of projects in Showcase 2 , don't have commercial polished quality ??
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