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Some new screenies


Darth_Linux

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Got some work coming in from the team so I thought I'd post a couple of shots to keep everyone happy. Included are two shots from the new Moldy Crow flyby cutscene and a nearly complete Fusion Cutter weapon model . . . . enjoy!

 

http://12.230.35.35/pub/df/flyby1.jpg

http://12.230.35.35/pub/df/flyby2.jpg

http://12.230.35.35/pub/df/fusion_cutter.jpg

 

Couple more from a secret area of the base . . .

 

http://12.230.35.35/pub/df/shot0000.jpg

http://12.230.35.35/pub/df/shot0003.jpg

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Will you be redoing all of the weapons, including the ones from JO? I don't see that neccesary for the E-11 or thermal detonators...

But the Bryar and obviously the repeater would be redone too, right? The Bryar in JO is terrible and doesn't fire red bolts. Just curious... I can't wait to see that Fusion Cutter and even more, the Crow. Keep up the good work!

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The Bryar pistol is done unless Salv changes his mind about it. It isn't exact of course but it captures the flair of the original and I just changed the bolt color from orange to red last night - thanks for the suggestion.

 

As far as SECBASE architecture detail goes, there probably won't be any extra added because that requires more custom textures and we are having trouble getting textures done as it is without creating more work for those overworked artists to do.

 

I think once you play the level you will be pretty happy with the results . . . the level is short and easy, just like the original, but it sets the tone for the rest of the game and is faithful to it in that respect for sure.

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Originally posted by Monkey Mania

Are you gonna fix the smudginess of the planet in the flyby?

 

I think that "smudginess" is the atmosphere of the planet. If you play some other games, you'll see that same effect. It looks good when you see the scene, probably just not a still...

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Originally posted by Darth Linux:

...there probably won't be any extra added because that requires more custom textures...

Not necessarily. There are loads of textures in the original game which could be used very well in adding little slopes around the edges of tunnels, mainly floor and ceiling textures; IF1, IF3, IPSEC3, IPADARK4 etc. They don't have to be anything new.

Anyhow, I'll take your word for it that it looks good. Which it does.

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I´m just working on adding some details to the level. But my time is limited (-> real life) and we still have to include/test some other important things. (game items, models, HUD etc.)

 

Until everything else is completed I will try work on details for the level, enemy behavior scripts and ingame cutscenes (although I can´t promise anything of that making it into the demo....).

 

If you have any ideas of how to bring more detail to the level just post it and I will see what I can do ;)

 

(tubes and pillars are already on my "maybe I will do it if I have the time" list :) )

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There is a round ball of some kind there in the lower left corner and our model has it, you might not see it too well in that shot. There is also a hand in the model but due to a UV error the hand got skinned with the weapons artwork - doh!

yeah, i looked at the BM that i converted from DF of the cutter as you see it in the HUD and went d'oh! i just seem to remember that when you see it lying around, its curved right there.

edit: i forgot to mention that the cutter model looks great!

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As stated before, some things may not exatly the same, due to the nature of 3d objects, to make them look like the weapons in DF I would have to squash them on the Z-axis alot and that wouldnt look good, so its a balance between having a nice look of the weapon while not obtructing the view, so I choose to move some things that were way too back of the guns to see, a bit forwards..what you get are very detailed weapons..

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