pz3 Posted December 19, 2013 Author Share Posted December 19, 2013 Although im not working on this aspect of the mod yet. Depending on how hard it is to rig characters in a virtual machine. I may consider it. I will keep in touch. This level was currupted 3 times already and I still managed to recover it. I have no idea how! It continues to be a pain but starting to take shape Quote Link to comment Share on other sites More sharing options...
wombat50 Posted December 19, 2013 Share Posted December 19, 2013 Looking good and sorry to hear about corruption issues. I have ordered a new HDD as I think mine is on the way out. Hopefully I won't have trouble transferring files from old to new. Quote Link to comment Share on other sites More sharing options...
MrMoon Posted December 20, 2013 Share Posted December 20, 2013 Great job. Quote Link to comment Share on other sites More sharing options...
pz3 Posted December 24, 2013 Author Share Posted December 24, 2013 Merry Christmas everyone. I decided to go ahead and upload the current build. Although not much has changed in the mod itself from this time last year. The project continues. Please keep in mind, this mod is still very much a work in progress. Enjoy http://www.mediafire.com/download/0ux82fl22nc25ex/Sabotage.zip Quote Link to comment Share on other sites More sharing options...
wombat50 Posted December 24, 2013 Share Posted December 24, 2013 Thanks pz3. :thumbs up: Quote Link to comment Share on other sites More sharing options...
pz3 Posted December 24, 2013 Author Share Posted December 24, 2013 (edited) Sorry about not having any of your textures on the test level wombat. I'll be using them and using them on the Killhouse too for sure. Whoever tries it. Leave me some feedback. Things you like and don't like. Edited December 24, 2013 by pz3 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted December 24, 2013 Share Posted December 24, 2013 User Interface, addition of new sounds is very nice. Great looking feel to the map. The trees are fantastic. I think there are enough structures but needs more plants to break up the open areas. Ground texture, brick and roof trim would look better scaled down. Top of windows and doorways same height. From the outside I can walk through the area highlighted in red. Example of roof trim(fascia) where the grain of the wood runs in the correct direction. Not so good around the shutters as the trim on the sides has the grain running horizontally. Might be a nitpick but the little things add up. Ran around checking for collision issues. The one above and this one are the only ones. It was only this one spot on the two story. Other areas of this building OK. Opened the door and could see through the walls. I think it would look better if the wood grain ran the long way around the opening. Maybe you intend to add windows so this would be a moot point. I also think if the walls are brick on the outside they should be brick on the inside or maybe plaster. Partitions in the building could be wood. I was a carpenter for 35 years so can't help but notice building details. GR diehards and I greatly appreciate your work! Quote Link to comment Share on other sites More sharing options...
pz3 Posted December 24, 2013 Author Share Posted December 24, 2013 (edited) Don't take the collision detection issues to serious yet since none of these buildings were technically finished at all. Most of them are made the same way as all GR geometry is (polygons anyways), problem is... I don't like it to be honest. It doesn't look or feel right at all to me. That nagging little thought has consumed me as I kept making buildings. I might go rediculous and remodel/bake entire buildings. Edited December 24, 2013 by pz3 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted December 24, 2013 Share Posted December 24, 2013 I checked the whole map for collision issues. Just slid my character up against buildings or terrain. So the few areas I found says it is not a big issue. Checked the trees to see they were gunshot transparent which they were. I remember one map that had a plant that wasn't and it made the map more difficult to play. Guilty of not checking this issue on my own work too when retexturing. Quote Link to comment Share on other sites More sharing options...
pz3 Posted December 24, 2013 Author Share Posted December 24, 2013 You know what, im going to make one building with burnt textures, add it into the level, and add the same building next door without it being burnt. Then upload the map folder again. I am like 90% positive the results alone will make a HUGE difference. Problem is texture size goes up, texture quality doesn't really improve but... the textures will look and feel much more realistic. Ill upload it latertoday at some point. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted December 24, 2013 Share Posted December 24, 2013 :thumbs up: Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted December 24, 2013 Share Posted December 24, 2013 If you need another tester I'd be happy to help out. Quote Link to comment Share on other sites More sharing options...
pz3 Posted December 24, 2013 Author Share Posted December 24, 2013 (edited) Ok so here it is!... lol the burning of the textures didn't VASTLY improve the look, oh why oh why does GR engine have to be so old. I just want some ambient occlusion lol. I did put the burnt model into the level. No real need for the other to make the comparison. You will see it on the adjacent corner of the large brick hotel. So this is the pros and cons...... Pros: -Entire model burnt and completely texturable (every poly) -Only requires 1 texture per structure -Does add a little extra depth GR lighting does not. Cons: -Big structures will not be able to do this. Without losing pixel fedelity up close. -Takes a little longer to create the buildings. -Would be difficult on large urban enviroments -Big file sizes Overall: I like it but I think being really methodical about using textures is going to be what has to be done. Just replace the old map folder with this. http://www.mediafire.com/download/7r4qd5u6up2da0n/Test.zip Edited December 24, 2013 by pz3 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted December 24, 2013 Share Posted December 24, 2013 pz3Whoever tries it. Leave me some feedback. Things you like and don't like. Go for it Riley Quote Link to comment Share on other sites More sharing options...
pz3 Posted December 25, 2013 Author Share Posted December 25, 2013 (edited) Hey give this one the run around too I know it has an AI issue due to sherman levels, but so far havent found any major collision issues. You can climb under hand rails, stand up and you will plop to the floor. I am thinking about leaving that in there for fun. Oh yeah, and under the stairs is an error. Just place the folders in the mod and it should run fine. WIP Killhouse http://www.mediafire.com/download/b7kecrpv8hf24nc/Killhouse.zip Edited December 25, 2013 by pz3 Quote Link to comment Share on other sites More sharing options...
migryder Posted December 30, 2013 Share Posted December 30, 2013 (edited) Good to see you guys working hard on this, been a long time for me to play or do any work in IGOR, but I see the game and modding it are still alive and in good hands with you old timers and newer modders to boot. I can't even load my game on the newest machine cause I've lost the key and have to buy GR org at least...I saw that COG GOG or whatever they're called had it during the holidays for about 4 USD...maybe I'll dld it from them..my other discs DS n IT should work I guess. Edited December 30, 2013 by migryder Quote Link to comment Share on other sites More sharing options...
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