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#41 |
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PR Artwork Team
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accident - I think not
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 |
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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" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [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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#43 |
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PR Artwork Team
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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" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [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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#44 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,131
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I knew someone would catch onto the 1337
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#45 | |
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PR Developer
![]() Join Date: Jul 2006
Location: Home?
Posts: 842
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Quote:
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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#46 | |
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How is it in terms of modding? | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah* |
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#47 | |
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PR Mapper Team
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Quote:
I found I was owning it up soo bad with the raptor hehe. | |
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#48 | |
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PR Developer
![]() Join Date: Jul 2006
Location: Home?
Posts: 842
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Sorry for the offtopic discussion Req.
Quote:
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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#49 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,131
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