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Old 01-16-2008, 12:07 AM   #41
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Quote:
Originally Posted by Teek View Post

lol @ the total.
accident - I think not subliminal messages I tell you

I'll look into the new article asap, I'm eating up every little gold nugget you throw out there.

Also a thing you might be missing the aspect of "concept art" in recruiting. So far it seems rather effective on a few people I've told my idea to compared to the ones I didnt show the concept art to.

Like a guy said in a article on GA (think is was that assyris guys or something - bad memory sorry), concept art and a few other highlighted areas he found to be very effective when recruiting different types of modders..

I dont know if you share this (after all I dont know how much concept art was needed about explaining what PR is), just thought I'd mention it

Away til july 6th hitting on drunk chicks, I won't be answering PM's before july 7th
"Victory is but a prelude to the next battle"

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[02:13] [R-DEV]IrOnTaXi: top secret stuff of course..
[02:14] [R-DEV]IrOnTaXi: dont worry...the sniper outside your window wont shoot unless I say
[23:25] [R-DEV]THE.FIST: don't come back without at least 3 chinese galz in bag
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Old 01-16-2008, 12:15 AM   #42
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your dino in your sig looks angry, did you forget to feed it?


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Old 01-16-2008, 12:19 AM   #43
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Quote:
Originally Posted by [R-DEV]Rhino View Post
your dino in your sig looks angry, did you forget to feed it?
yup. I also made the high poly model have have some ribs showing through the skin, but you are probably right, I should probably make some clay T-bone steakes or something :P or a baby bronto...

Away til july 6th hitting on drunk chicks, I won't be answering PM's before july 7th
"Victory is but a prelude to the next battle"

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[02:13] [R-DEV]IrOnTaXi: top secret stuff of course..
[02:14] [R-DEV]IrOnTaXi: dont worry...the sniper outside your window wont shoot unless I say
[23:25] [R-DEV]THE.FIST: don't come back without at least 3 chinese galz in bag
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Old 01-16-2008, 04:35 PM   #44
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I knew someone would catch onto the 1337


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Old 01-19-2008, 03:41 PM   #45
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Quote:
Originally Posted by [R-DEV]Rhino View Post
man I just went onto the UT3 website and I was just simply blow away by there site and on the about page all the little clips of the game features etc, I am soo impressed I'm downloading the demo now hehe.
The actual game is crap IMO Vehicle CTF is pretty fun for a round or two but these real fast paced games are not my thing.

I only bought it to get the editors and tools
We are planning to make a small mod or mutator for it with my brother.


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Old 01-19-2008, 03:47 PM   #46

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Quote:
Originally Posted by [R-DEV]Vaiski View Post
The actual game is crap IMO Vehicle CTF is pretty fun for a round or two but these real fast paced games are not my thing.

I only bought it to get the editors and tools
We are planning to make a small mod or mutator for it with my brother.
That's one thing I'm interested in.

How is it in terms of modding?


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[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*
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Old 01-19-2008, 04:03 PM   #47
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Quote:
Originally Posted by [R-DEV]Vaiski View Post
The actual game is crap IMO Vehicle CTF is pretty fun for a round or two but these real fast paced games are not my thing.

I only bought it to get the editors and tools
We are planning to make a small mod or mutator for it with my brother.
gameplay is really fast but some times makes a nice change from PR

I found I was owning it up soo bad with the raptor hehe.


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Old 01-19-2008, 05:40 PM   #48
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Sorry for the offtopic discussion Req.


Quote:
Originally Posted by LekyIRL View Post
That's one thing I'm interested in.

How is it in terms of modding?
I haven’t looked into scripting part very much yet. I’m basically a 3d artist so its not exactly my area of interest
I’ve done some pretty basic stuff with UT2004 though. But basically UE3 is more artist friendly than the other engines I’ve tried (Ogre3d, Battlefield2, basic HL1, UT2004 and some others). Many of the UE3 tools are node based which basically means that you build complex structures from small pieces(nodes). Artists don’t need to call a coder with everything you do.

For example the material editor lets you create very different types of material effects in real time. You connect different effects to each other to create more and more complex materials.
It is a very flexible platform if you compare it to for example the Ogre engine where you will always need some coding knowledge to get some special stuff done.

Along with the visual editors, there is the unrealscript which is an object oriented scripting language. It lets you access already made classes or create your own class structures. Things like how all weapons should behave when you press a certain button, how the game ends etc. are fairly simple to do.

You get the normal benefits of object oriented languages. Like if you want all your weapons to have a weapon sway movement, you could simply code it once into weapon superclass that defines all other weapons. Once its there every weapon would have a weapon sway.


I’m sure there are plenty of things you can’t do with the UE script and requires access to the source code. If you wanted to get your wii-mote to work with UE3, it would probably not be possible without the source.

But what I’ve seen, it looks like you can do very different types of mods with UE3. Of course some sort of first person shooter is easiest to make because the original game is a FPS. The further you go for from the original game, the more you’ll have code by yourself.


Here are some pics from the editor.
Kismet (code editor): http://img340.imageshack.us/img340/8...ikismetql8.jpg
Material: http://img215.imageshack.us/img215/5...aterialhx9.jpg
Object: http://img232.imageshack.us/img232/9...objektixs6.jpg
Particle: http://img258.imageshack.us/img258/3...articleau1.jpg
Post process (motion/debt blur etc): http://img215.imageshack.us/img215/8...processch1.jpg


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Old 01-20-2008, 10:06 PM   #49
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No worries

Blog updated with texturing workflow video.


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