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pz3

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Everything posted by pz3

  1. Hahah 32kbps blast from the past. Enjoyed this bump.
  2. Enjoyed this thread so far? Follow my facebook page. PZDevs On Facebook Also officially started the Blender Tutorial Series. More to come!
  3. Major film producers are looking at these to make feature films that you have to "play". So the ROI is potentially good. Since it is new tech, the cost should only go down and make its way into the consumer market. I would expect augmented reality in some form. think laser tag where your neighbor hood is now filled with digital zombies.
  4. Let me introduce you to THE VOID. Accurate to 3 inches. The Army has a similare simulator being made that will be accurate in milimeters.
  5. Havent done much for content creation lately or any art work for that matter buttttttt....... Still keeping myself busy. Dont know if anyone here remembers but i had a website years ago called pzmods. mostly had no idea what i was going to do with it. Now though........ Pzdevs is mine! planning on having it hosted after I get it ready to launch. This won't be a "blog" however a somewhat more professional website with a store and various other cool things. Debating if it needs a forum or not and what kind of audience i want it to attract. Indie devs/students or maybe more professional studios. That question might be unanswered for a bit. I think ill do a few iterations of the design before I answer it fully. So heres a basic sneak peek at the mobile version.
  6. Fooling around today.
  7. King lizard blocked out for fun. I might finish this one. I might be remaking the castle in unity as a portfolio piece. MR render of it.
  8. Im now a firm believer in having a fully calibrated monitor if you plan on doing any graphics. Going through all my old photos ists nuts how off everything is. Goal for this photo from the time it was taken is to have its poor exposure correctedvas best as possible to gain back the original scene lighting. Left Out of camera. Middle 720p edit Right 4k calibrated. Although granted it looks more grey and mundane now on my cellphone. I had a few discussions with other photographers on the importance of exagerating lighting for less then accurate devices. On a proper display though the other two are absolutely horrible. Also im feeling pretty confident in most modeling packages now. Starting to like them all to be honest. really start to feel their unique differnces. Space ship blocked out for fun in maya.
  9. Todays mission was to go out and find a decent 1080p monitor or tv at $100 or below. I went to one pawn shop found a 1080 took it home. Only to find out it was a mislabeled 720p. Took it back and asked about a unlabeled monitor being sold in a desktop kit. The computer and monitor bundle was 350$ I checked specs and wow... okay so how much for just the monitor I say. Ohh I'll do 130$ the guy says. Sold. 4K Monitors do not cost 130 used... I cant believe he sold me this.
  10. Did a few sketches in the last week, Been learning more about coding, 3d, and Unity. Checked into somethings for Rocky`s cool idea regarding VR. Got some folding tables as well. I rather like using these over regular desks. Only real desks I like are pro grade but their expensive.
  11. Thats strange. Thanks Wombat!
  12. Can someone load up all the textures from mp06 and send me a copy of them in .png format? I don't have 32bit photoshop anymore and can't access the RSB files.
  13. I'll do a tutorial on my mental ray setup a little later on. I use physical camera settings. If you have any experience with film/photography it will make you feel right at home. You can adjust the settings of the ISO, aparture, and shutterspeeds. Its really quite amazing combined with final gather, caustics, and a proper scene.
  14. Awe very nice. Extremly impressive. also seen you found Agryll over there as well. Thats pretty cool.
  15. If you were to make the next blockbuster tactical shooter or mod what would you name it? What would be your story behind the game?
  16. pz3

    squad_e's stuff

    Couple of buds of mine play. Nothing like sitting back with some beers in the garage.
  17. Sounds good to me. Can't wait to see it.
  18. Programmers are essential. Code makes things happen. Art is what you see. In theory a coder could make a first person shooter out of squares If done right. it would feel right and be fun. The artist makes it visually appealing and stylized. But it really is a team effort. Thats what makes things happen. A technical artist in the mix really helps as they tend to understand both well. Edit* I said in that first video you could mass export the level. So I did it just for demonstration purposes. You can see I did it quickly and left a lot of GR's hidden colliders by mistake. I cleaned it up as best as I could before export. Also no Alphas on the trees or grass makes it scary lol. Probably not the best way to do this as it will cause more headaches in the future. Check it out if you want. https://drive.google.com/file/d/0BxJp32zg1hdSdDBfcFJ0Q3I2ZVE/view?usp=drivesdk Sorry for Hijacking the thread. I been watching the thread for a bit and have been pretty impressed with it. Very nice work.
  19. No worries Rocky. Possible yes with some limitations. Must have a .3ds or max file for the original map. Otherwise you will be creating all the modeling from scratch. Textures can easily be converted. The whole mp06.max mesh can be dropped into most engines and run with minor issues. Doors, glass, collisions, weather effects... these things all need to be setup for the engine itself. Also a good bit of cleanup for the original models. On the bonus side. If someone does this they can introduce normal maps, ao, or displacement maps on the textures via mudbox or zbrush. Would make an old map look really stunning if you ask me. Would be something to see. especially in vr.
  20. Hey lightspeed. One of the last things I remember from OE days was Soroc saying he couldnt get certain codes to work without the original C++ access. Crytek thought Lua would be all we needed. It came down to Netcode issues if I recall correctly. That statement I made about a month got me a bit of attention. I myself couldnt do it alone. The target of any pre alpha game should be 3weeks. Im sure It could be done just not to much polish or content. The basic gameplay mechanics should be introduced. Rocky asked me about a VR version of GR on Unity. Just to explore maps. Not real sure how that would play out as far as coding goes but its possible. I made a video to cover the basics for you Rocky. You all can watch that here..... https://drive.google.com/file/d/0BxJp32zg1hdSd3l4TGxPYWszU2M/view?usp=drivesdk Not to steal from this original thread. Unreal is just another alternitive for engine base. What these guys are doing is great. I really enjoy seeing classic gr starting to be remade into a new engines. Pretty excited to see this gaining momentum over the years.
  21. Lightspeed you played obsidian in farcry. You should know what modders can do and where we fail. As I think Oso or parabellum once said here on a gr.net interview. Its like having a second job. It always comes down to strain on the modders and juggling real life with the hobby. Take a look at poor serellan from the start of takedown to completion. That crunch undoubtly hurts. Still a good community from R6, GR, Swat, AA, arma.... etc. Small scale tactical realism is due for a comeback it has to be very methodical.
  22. I may not be a guru on coding and 3d assets... however I know I could get a playable Unity game up in about a month of solid work. Something very close to what GR is.
  23. Sunday ill start the weekly posts.
  24. 511 makes good stuff. I can say without a doubt their pants are better quality then Army Issued ACUs. They also make yoga pants but havent given that a shot yet. Who wants to see a Ghost's bulge?
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