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Old 10-02-2007, 02:00 AM   #1611 (permalink)
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daveW: heh, i used willem dafoe as ref, guess that explains the mouth
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Old 10-02-2007, 02:02 AM   #1612 (permalink)
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Yeah - that makes sense now.
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Old 10-02-2007, 02:52 AM   #1613 (permalink)
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Quote:
Originally Posted by Talon View Post
Well, it's not artwork (as such) but I've been working on an SMD exporter for Modo these past few days;
can't wait to get my hands on that. looks very promising
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Old 10-02-2007, 07:10 AM   #1614 (permalink)
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Hows Hull Breach doing btw Talon ?
Any new stuff? planning to release soon ?
Details details !!
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Old 10-02-2007, 07:32 AM   #1615 (permalink)
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Ehr... *deep breath*

We've pretty much had to kick everyone off that's not active, sit down and work out exactly what we can achieve for a release and start the design doc for B1 from sratch (thankfully we've still got a lot of useable art assets and code that we can keep on).

The maps we had planned were too big for us at our current state so they've been sidelined and 2 new, smaller maps (with a fresh new gameplay mode) are being built.

Sadly that means we're currently down to just 3 artists and 2 mappers. We need to go find coders, but we need the design doc finished before we do that (or they'll have nothing to work on).

I've been bumped up to co-lead and so I'm trying to get stuff going again, but I don't have the free time I used to :P

Also no release soon and no new stuff worth showing :/
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Last edited by Talon; 10-02-2007 at 07:34 AM.
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Old 10-02-2007, 09:08 AM   #1616 (permalink)
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Sounds familiar... I think you'll find out that it will go much smoother with a smaller team. We've been working on ours with only 2 people mostly, and we get help from some people from time to time, but luckily Keats and I can handle most of what we need. We don't use a design doc, maybe you should just drop that as well and use the time to work on the mod instead? Co-Lead should help, I actually thought you were leader of the mod ..
ahhh.. modding.. what a pain
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Old 10-02-2007, 09:17 AM   #1617 (permalink)
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Heh, well the design doc came up becase we realised that a lot of the features we had planned needed tweaks and then coders went off and did stuff then added their own twists to them as they were being coded (usually for the better, but sometimes not).

We had one before, but it stopped getting updated and became useless but we still referenced it for some bits.

I'm writing a design doc so that there's always a hard, official copy of what all the games systems should do, both for reference if whoever should know isn't around and so that things don't wander off on their own.
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Old 10-02-2007, 10:16 AM   #1618 (permalink)
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I see, well I hope you'll be on track again soon, and release some bloody media!
To bad though that the HL2 modding scene is as good as dead (at least that's what I think).
When you see that no HL2 mod goes over the 300 mark after a few weeks after release, it's a shame. And I doubt any mod will ever get more attention then that. Valve with their new upcoming games is just no match for any mod. Mods should have been released 2 years ago to have some effect. But yea, we all know how hard that is to do (and Valve didn't help in that regard one bit). But we learned from it at least
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Old 10-02-2007, 10:55 AM   #1619 (permalink)
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Ach, I don't think anything will meet the level of HL1 mods.

It's still fun
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Old 10-03-2007, 01:18 PM   #1620 (permalink)
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been messing around with render passes in Zbrush to show my hi poly meshes a bit better. This one is 5 passes, I've still a lot to figure out
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