-
Posts
1256 -
Joined
-
Last visited
-
Days Won
11
Posts posted by Diego
-
-
There's no need to be passive agressive. you can just correct him
- 2
-
This animation was rendered in real time in Unreal engine, apparently on Titan X:
What a beautiful short and message the engine is nice too lol
-
Very nice! The floor material on that last shot could really use a specular/gloss map.
-
I don't know if that's the case he's trying to make. It's not what's happening though, because it's not just unity. Years ago I noticed that game making tools were becoming increasingly better and more accessible. Today the trend is pretty obvious, we have unity 5 and udk hitting the news but outside of it there's a shitload of slightly older engines going open source as well. It's unfortunate that some companies don't survive as the market evolves, but it happens.
-
-
I'm seeing too much turmoil in the professional engine market know, and this is not good for the indie engines in the market, for example the developer of the C4 engine has made a reply that indicated that perhaps some legal action will be made against this (is illegal in America he said) and the esenthel engine maker has said that the license will not suffer any change because is the principal income he has.
Good grief, really? Legal action against what exactly? Good engines for free? Markets evolve, and this is always met with resistance from the providers that refuse to adapt. Just look at the music industry in the 90's, labels fought to the death against digital distribution.
I don't know where you heard that but I'm pretty sure it's not true. Kerbal Space Program is made in Unity and it is famous for its mods.
-
Holy crap! I'm not going to deny my fanboyism here. In previous unity versions every cool feature, like real time shadows, for example, were exclusive to the professional licence. Now the professional license has things that are of interest to professionals only and no engine feature exclusive any more. What you see in the video is available on the free version. Lots of neat stuff like real time GI, render to texture, physics based shader etc.
I'm excited. I think I'm gonna start dusting off my old stealth project again. It got shelved after I couldn't find a suitable solution with the free version.
- 1
-
How much of those textures are baked occlusion? It's hard to tell how they'll look once its in TDM.
-
Great news I wouldn't have backed this (or know it existed) if you hadn't posted it here.
-
I was able to import your md5 mesh into 3dmax2014 with the skeleton and materials intact and export it to other file, the problem is that i don't know how to rig and animate that well, if i did i would try my self at this, because is a petty this model is being wasted.Btw i did imported it to Modo and made a lowpoly shadow mesh for it, if theres some interesse i will post the .lwo here, no skeleton tho, but from the sound of things it needs to be remade tho.
It has animation already, the problem is that the transition from 3ds max to the engine is not smooth. So if it comes down to remaking the animation I suggest avoiding 3ds max altogether.
edit: wrong quote
-
I offered to publish The Dark Mod through my account. Get it on Steam, direct. No Greenlight and no hassles associated with it. Twice. And I still see "when TDM gets Greenlit" (unless it's already on Greenlight, in which case I would be able to publish it).
So that makes me think TDM team either not interested or there is no agreement whether to go on Steam or not any time soon.
Really? I don't know if it's just me but I totally missed that part.
-
I can't be of much help at the moment because I don't currently have access to the original files. I was thinking about importing these md5 into Lightwave (or whatever software has the most reliable workflow with this engine) and tweak it from there, following Spring's workflow.
-
"Hello Biker"
Did you identify yourself to Nvidia as Bikerdude? That's awesome
-
It's absolutely beautiful and extremely detailed, but very confusing too. I stopped playing (for now) when after walking for a while and thinking I was making progress I ended up to where I was before, making it official that I was walking in circles. A rough map just to give me a general direction I should head would be great.
-
Spring was the one who tried to get it in game, so I'm sure his conclusion is that the whole rig and animation has to be redone in a way that is compatible with TDM's engine. I remember feeling terrible when my zombie model was lost because of a technical problem, but now I don't feel bad at all, it would surely meet the same fate.
-
I made the werebeast but I don't get along with this engine, all my attempts at putting stuff in it failed terribly. So I made the model, rigged and animated it, in hopes that someone would be able to get it in-game, which never happened.
-
Just to get the technical part out of the way I remembered it's possible to add non-steam games to steam. So I did that and it worked perfectly, the Steam overlay works, takes screenshots just fine, I can launch TDM from steam, the whole thing works.
Huge images:
So that's nice
- 2
-
I think absolutely everyone is agreed that it would be a good idea for someone else to do the work.
Brilliant lol
-
I'm getting a 'spore' vibe from this. In the bad sense. Don't get me wrong, I LOVE space exploration but it does seem a bit utopic with current technology. Every attempt so far proved procedural generation to be repetitive and uninteresting after a short while. You may have a trillion stars to visit but you won't feel like there's anything you haven't seen yet.
-
I don't know if we're ever going to see another interesting Thief, honestly. This IP is owned by Eidos and they're not letting it go, and they are also definitely not going to make a game that goes against every game design trend that sells games nowadays, which is what a worthy sequel requires. Can you imagine pitching the idea to someone about to give you 50 million dollars? "hey, so, yeah, there won't be any open world stuff, I know that's all the rage right now but still. No RPG elements as well, sorry. Oh, by the way, the graphics will be slightly worse than the current gen games, because we have to make some compromises in order to make larger maps. I would like my 50 mil in 10 and 20 dollar bills, please."
-
I'm late to the public stoning- I mean, party- but I finally got to play this game.
My expectation was low, I thought it would be like deadly shadows, kinda fun if you forget all about T1 and 2. It didn't even meet these already low expectations
A lot has been said already, the broken story and linearity, so there's not much left to kick. One thing I didn't hear about yet is the upgrade system. Sounds cool in theory, definitely works in a game like Deus Ex, but in Thief it breaks the game completely. Stealth level design is incredibly finicky. Take a fully working level and rotate a guard, now the level is impossible. Upgrade system makes the level designer's life hell in Thief, how can you tell if that lock is too difficult for that corridor with a patrolling guard if you don't know how fast he is picking locks? How can you tell if that section with guards is too difficult if you don't know if the player has the upgrade that makes him quieter? The fact that the levels are extremely linear accentuates the problem.
-
Is there any technical thing to be aware of? Does the code have to be messed with in any way? If it's just a matter of submitting the same zip file we download from TDM website then I don't see why not either. I've seen at least a couple of people willing to manage that and the 100 dollar fee submission is not a problem.
However, something tells me it's not as simple as that.
-
I'm pretty happy with the standard controls on this version I'm playing. It uses mouse to look (no up and down of course) and wasd works like modern games. The auto aim is useful. No doubt this has been worked for this release, the original was made to play with arrow keys and ctrl etc
-
Unity3d 5
in Off-Topic
Posted
Yup, that's free