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Old 01-29-2008, 04:30 AM   #331
requiem
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Nice stuff guys Little texturing test from a while back...



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Old 02-01-2008, 09:47 PM   #332
Z-trooper
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Thanks to you requiem and your workflow videos/posts here which I've used as inspiration, I now present my first textured model ever



I'm just trying to make some small props and small stuff before I go live with the mod, that way I'll actually create some interrest and maybe even recruit a few talented people.
(so this is the first official post of content from "Operation: Survivability" - working title)

It still needs a lot of work but most of it is pretty much done.
Its pretty low poly, but thats on purpose, so I'm trying to save a lot of details for the normal maps.

Here is a pipe-bomb I'm currently skinning, but I'm not sure I want so many sides on the fuse so I might just redo it, but the practice of doing these small props is good training and provides good experince


"Without geometry, life is pointless"
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Old 02-01-2008, 10:00 PM   #333
GeZe
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I would change the name... "operation something" just seems overused.

What is the concept behind it? Maybe we can think of a better name.


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Old 02-01-2008, 10:13 PM   #334
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Quote:
Originally Posted by [R-CON]GeZe View Post
I would change the name... "operation something" just seems overused.

What is the concept behind it? Maybe we can think of a better name.
You may be right, I'll finish up the initial draft of the concept I have laying around.

But I think the name will be some type of "statement" like

Situation: Survivability

or

Status: Survivability

But ultimatly whatever you call your game/mod it ends up as a acronym, and "OpS" was a good acronym, where "SS" has no 'value' to it.

EDIT:

BACKGROUND/STORY - STILL A DRAFT, which is apparent by my bad english

"The world is plagued with the living dead walking the land, the world as we know it has come to an end. Noone knows what went wrong, but survivors only know that they have eachother and must try to stick together and survive as best as they can. Survivors have barricaded themselves in small fortifications, fighting for their right to excist. Food, ammo and other supplies are needed to survive, but moving outside the fortifications is a dead serious task for even the most hardy veteran. A group of survivors have settled in the heart of what used to be a major city of the United States of America. The groups of survivors consists of what was once regular people of the pre-apocalypse world. They each rely on their skills and crafts from before the world died - and woke up again."

Short description of the game concept:
A CO-OP zombie shooter, with realistic weapon control and feel.
Players play as "classes" (i.e. ex-military, policeman, nurse/doctor, mechanic) which each have different abilities (which I will not discuss here - but they are well documented).
A "safe zone" exsists at the center of the map(s) with a fortification. Players start with very limited ammo/stuff and must venture out into the world (only a few blocks - filled with zombies) to find new weapons/stuff and gain "experince"/abilities.

That is pretty much as much as I am willing to share at this time.

"Without geometry, life is pointless"
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Old 02-02-2008, 05:18 AM   #335
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Quote:
Originally Posted by requiem View Post
Nice stuff guys Little texturing test from a while back...



damm nice

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Old 02-02-2008, 05:28 AM   #336
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he Z trooper ill make my words come true



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Old 02-02-2008, 09:42 AM   #337
[R-DEV]Kaijleor
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Something I did 2-3 years ago, its also from an animation RAMB04...


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Old 02-02-2008, 09:51 AM   #338
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Nice abrams, what program did you make this in?

"Without geometry, life is pointless"
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Old 02-02-2008, 11:09 AM   #339
[R-DEV]Kaijleor
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The only program I use for modelling is 3ds max.
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Old 02-02-2008, 11:57 AM   #340
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Quote:
Originally Posted by [R-CON]Kaijleor View Post
The only program I use for modelling is 3ds max.
Hehe, alright. Its got a funky render style then

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