The way it works is Sins uses the three .dds files to tile on top of the UV mapping applied to a mesh. So assuming your .dds files are correct (i.e. its not corrupted or it was created with the .dds plugin), and your mesh is correct then the likely cause of the problem is not having UV mapping on the mesh. I haven't done it for a while tbh so others can give you more detailed advice but in essence thats the reciepe for success.
TFL BigBANGtheory
Somekind of news or progress update would be most welcome.
Personally I think you are going to need developer support to get a lot of the B5 features like the jumpgates working properly, but if you manage to pull it off yourself then serious respect... What will also be helpful when its released is a feature list for the next SoaSE micro expansion, things have been pretty quiet on that front for sometime now.
- 3 way LoD to include a skeletal deformation for damage and high poly models for close ups - child/sub mesh object models to include animations - occulsion mapping - volumetric nebulae and persistent particle explosions - ray tracing - capitalship cloaking - improved skybox mapping - photo realistic texture maps - Any number of DirectX 10.1 or 11 API enhancements + 1 Tree complete with wild fowl and fruit (preferably Par
I would like to see the game offer graphical features which scale up to the latest PC hardware if present [e digicons];P[/e]
Its just a matter of contract law really, if the airline fails to provide you a service which you have paid for i.e. a seat on an aircraft not 60% of a seat due to a large passenger then what you need to do is write them a letter basically explaining how they have defaulted on the contract and what you expect in return. I say large passenger not cos I give a toss about being PC, it just the same would apply to any person who has broad shoulders. You wouldn't call Mike Tyson a fat bast
You can see some jump vortex examples done by the B5:War Without End mod team for Homeworld2 (released in 2003 but using updated shaders) in this fan made video: http://www.youtube.com/watch?v=8iKJOSAtf0c Its worth noting that in SoaSE you will have the oppourtunity to have a ship pass through a vortex cone where as the HW2 guys are having to render a ship out of the front due to the way hyperspace effects work with
I think as long as whatever work you put in now can be reutilised for NanoFX to a reasonable extent then you can't really go wrong. SoaSE does seem to lend itself well to board game scenarios much better than film/TV as such to pick a board game with a strong foundation of rules and stats must a helpful starting position. What I would do though is try out a hyperthetical SoaSE rule translation on the board game first to help visualise the end result ahead of what you rightly poin
Its who gets a license for CryEngine3 which will be interesting, I am hoping GSC will develop Stalker2 on it.
I think the tricky bit is doing all of the following is sequence : - B5 hyperspace jump - Jumpgate animations - Linking the SoaSE systems - Jump exit Now whilst wormholes offers a solution to linking the sectors, one thing it doesn't do is offer phasejump entrance/exit effects. If they can be added through the buff system then you might have a workable solution, what would be most helpful of course is IC deciding to add somekind of jumpgate feature
Crysis has two major faults: 1. Once you have gotten over just how amazing the game looks you get used to the environment i.e. it gets a bit samey. 2. Although you can explore a wide area railed in by map design there really isn't much incentive to do so. Neither of these are a weakness of the game CryEngine IMHO ClearSky on the other hand has vast expanses of varied terrain and structure which rewards players exploring with a treasure hunt system for arti
Actually L4D is fairly robust against idiot players as you can vote them off and restart without much of a penalty, the most frustrating experience is beginner players trying out survival or expert campaigns. IMHO opinion Valve should lock these levels for rewards as you progress.... Also in relation to Commando players, its better that the team co-operates so if someone is being a bossy bugger use chat to get the buy in from the rest of the team then go with the majority. Once you ha
Hardly a rip off have you actually read and understood what JGE is about?
[quote]Why the CryEngine? STALKER has an awesome looking 3D engine of its own, albeit a bit heavy on the system, but afaik so is the cryengine. STALKER CS looks awesome with DX10 and they've only just begun! There is a third STALKER game on the way btw, based on version 1.6 of their engine (CS was 1.5)[/quote] The main reason Clear Sky looks so good is cos GSC put a lot of time and effort into the assets, they have complex, detailed (dangerous word on these forums), varied and in
I play L4D, based in the UK though so I can't play North Americans. I have all Golds now on Survivor and done the expert campaigns so if you need some advice, I should be able to help. If you get idiots in ur game just vote them out and restart, you can usually tell fairly early on. Some Survivour maps require a decent team others its not so important.
Was there any figures released for the uptake on Entrenchment? That would be my business concern given the strategy to release micro expansions for their hit title especially given the Demigod affair, who knows maybe they have been helping them out.
In the UK a 256Kb/s upload speed on an ADSL service is not uncommon even if the download speed is way in excess of this. I would hope Demigod or any other MP game sticks to those limitations.
1. System Shock 2. Team Fortress Classic 3. CounterStrike 4. System Shock 2 5. Deus Ex 6. Half Life 7. Doom 8. Left4Dead 9. Aliens vs. Predator 10. Dark Forces II : Jedi Knight I also think if GSC can develop one of the future Stalker games on the CryEngine that could potentially be a beast of a game, to challenge the likes of SS and DeusEx.
[quote]Sins graphics are the way the are not because Ironclad was incapable of doing it flashier, but because this is how they need to be to create a game that's playable (and scalable) on a wide range of systems.[/quote] I would challenge the implication that Sins scales up to high-end systems, a wide range yes but a wide range with a cap on it I'm afraid. [quote]Take a vote vs Graphics or Gameplay and see what comes out on top.[/quote] You cannot seperate the two ele
I think it just comes down to whether you are a detail person or not, if you sit back and control large fleet groups or take static images Sins does look good. If however you spend any length of time zoomed in on individual units (which arguably Sins isn't designed for) then things aren't so good besides the particle effects that is. I would suggest the OP is a detail person and see's lack of detail present in many but not all titles. This is just an observation, not a dig or
Battlechess was the first one I played. TFX and Rebel Assault were the first ones I owned. My first LAN game was DOOM, first online MP game was TFC.
I played through ClearSky last year, its very good and with the later patches pretty stable from my experience. The atmosphere and environment is what really sets this game apart from the likes of Crysis, its hard at the beginning where the non-upgraded weapons can't shoot for sh*t but later on you'll be auto sniping like a CounterStrike spawn camper. Most importantly though you have a reason and a motive for exploring the landscape in this game something that is sorely missing from m
There are very few ships which cannot be player owned, if you go to the Egosoft forums you can download spreadsheets and stuff to show you the variety on offer. Ships that cannot purchased must be captured and you need a combination of credits and reputation to buy ships, it all takes time. There is nothing to stop you owning a complete armarda, at the top end you have carriers (some can hold hold over 50 fighters), destroyers and frigates. Most of the time you will tend to fly s
I hope they introduce multicore rendering to support added detail [e digicons]:inlove:[/e] , failing that I'd settle for something like Jumpgates being added or a scripting engine so fan's/players can make up campaigns.
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