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Messages - Epifire

#1
Released Maps and Mods / Re: Kejim Supplies Depot Alpha
December 07, 2019, 09:06:58 PM
Aww yeah man, thank you! Yeah The turbolaser sound (which I think is the AAT turret snd) failed to import properly. I don't know if it was the quality rate, or just improper method to add it. Firstly I gotta run down the whole project folder, which I think is on my XP machines.

So for that I've got two things standing in my way being...

1: Get my XP machines and crosslink cable reestablished.
2: Try and remember what I did to install an old XSI modtool for MSH transfer.

I think there was a full working revise of the Pandemic exporter last I looked. If anyone can tell me how that runs on Windows 10, I'd love to know. In any case I'll have to run that down before any new models can be added.

Once I can move forward, I wanna see what I can do with vertex paints on the models. Cause I'd like to get rid of the overused standin rock formations and provide properly modeled out cliff embankments. The vertex paints would handle some faked occlusion and just having proper cliffs would be dope.

So besides diving into Maya right now, I gotta pickup my old tools. However I'll see if I can dig up the original working files and PM those to you.
#2
Released Maps and Mods / Re: Kejim Supplies Depot Alpha
December 07, 2019, 07:43:40 PM
Bumping this. I've quit work on The Dark Mod now in preparation to finish my age old Bioshock Infinite, portfolio scene. However aside from portfolio work (albeit long belated) I've turned my eye to take another look at the Kejim project. And I gotta say, I'd love to get my XP machine running to finish this.

Even if there's only a handful of us left, I'd totally forgot about this and had a ton going for it thus far. However the only problem I see right now is I've got Maya (not Softimage anymore) so getting back to work might take some pretty interesting finagling.

Two things that didn't work 100% right was a new animation added and additional sounds. I know it's crazy to ask this many years later but is anyone still around that can assist in a possible collab to finish this? I've still gotta split my time between work and the portfolio but I still have my other workstation on standby from when I shelved this.
#3
I gotta see who's all on tomorrow. Logged in (been a while) to check in and see what's new and sure enough this was going on. Glad to see this place still a kickin!  :cheers:
#4
General / Re: IMDb Forums Shutting Down
February 09, 2017, 08:23:28 PM
That is sad to hear. It's kinda like if Metacritic decided to ditch user score.
#5
I just use Substance instead of Quixel now, but same process. Otherwise the only other way I've seen stuff done on the highpoly for text would be in Mudbox or Zbrush. There are benefits to modeling it out, for extra surface information but it does take longer. As well as a good knowledge of highres sculpting.
#6
Ahh yes some finalized textures I see! Liking the attention to the letter's beveling and angle, as that's really the only good way you can bring out the material definition for a clean version.

Curious though did you do those letters with stencils in a sculpting app or run that through the texturing process? Personally I like to do my lettering when I texture as I can make last minuet changes that way.
#7
Quote from: Gold Man on January 26, 2016, 08:48:02 AM
It does run UE4 (their FAQ clarifies that).

As far as playable stuff, no, nothing yet. They're still working on it (looks like they're doing up the maps, as well as animations and such), so there's no telling when there will be a playable demo. They did say that UE4 might speed up their development, though, by how much remains uncertain.

One guy posted in their Q&A board on their forum asking why they haven't opted to put this game up through GitHub though he responded saying that it would be difficult to do for several reasons. (I can edit this post and include a link to his response if you're interested.)

Definitely interested. I've been moving my workflow to match that of modern PBR and UE4 for some time now. But I've been following Battlecry since before I even started that venture.
#8
I've been considering trying going over to help them work on that. I think it runs on UE4 now (so I heard anyway) but it's pretty exciting to say the least. Is there anything playable yet? Like an alpha test or something?
#9
Other Games / Re: Star Wars: Battlefront III has leaked
January 24, 2016, 08:28:15 PM
Doesn't it run on UE3? If so there should be a host of tools already available to rig it into. I couldn't remember but if it's something very in-house you're gonna have a real hard time trying edit that.
#10
Other Games / Re: Star Wars: Battlefront III has leaked
January 23, 2016, 10:24:13 PM
Quote from: Snake on January 23, 2016, 03:52:03 PM
EA would never finish this. It would risk cutting into current EABF profits.

Yes precisely. The ONLY way you will be able to work on this is underground and without the consent or approval of Disney/EA. Distribution and support would be difficult as I'm sure they would demand it taken down from any major distribution service due that somewhere I assume they still own rights to it.

EA made the new Battlefront to conform to the masses and give it an entry level game play design. BF3 (the truest successor imo) was likely deemed too eccentric to pick up and thus we were given the new Battlefront. Lovely visuals but stripped in anyway meaningful to gameplay.
#11
Welcome Center / Re: Hi everybody SWBF1
January 23, 2016, 09:02:18 PM
Welcome! Always good to see a new face.  ;)
#12
Other Games / Re: Star Wars: Battlefront III has leaked
January 21, 2016, 10:26:46 PM
Was that based out of Unreal by any chance? The big thing is not being able to edit the code base with stuff like that. Otherwise you can nearly port it into another engine for that matter.

Kinda sad because I love the UI and everything in the video. It has some Clone Wars'esque hud (GC and Xbox) which really hits a nerve of nostalgia for me. I'm pretty sure whatever Free Radical had planned was 4x better than what we got from DICE. I mean I love the art for the new one don't get me wrong, but they didn't give a lick about gameplay.

Honestly I'd have a hard time turning down working on a restoration project like that, if I knew 100% certain it wasn't going to tank my career as a credible developer.
#13
Quote from: Ginev on January 20, 2016, 09:46:42 AM
Looks really cool.Its a shame there is no one who can update the shader files for the Battlefront 2 game. :)

Yeah Ginev when things die down I want to try a whole manually lit and textured enviro in BF1. If I can manage it right, it would be small and indoors (which would give control) but have all baked in lighting and depth information.

It is a pain the workflow is so dated though. Trying to add in anything cool is difficult with SWBF as the lighting and shaders are so limited. If it works, my brute force system should be interesting. Brute force as in file size, because all the surfaces would be individually mapped. Meaning the texture usage would blow up because nothing would be tiled.
#14
Doing some more work on The Dark Mod and I figured I'd give a small update on that. TDM uses id 4 (aka the Doom3 engine) so it has some really cool dynamic lighting features...

Video link Arc-Transformer >> https://vimeo.com/152379080












Just a buncha stuff I've been doing over there. Making use of my Substance Painter app and normal maps (they are lovely to paint). Medieval mechanical engineering has begun to be a staple trend for me.  ;)
#15
I hadn't seen this thread before. I always just ended up seeing this one... http://www.swbfgamers.com/index.php?topic=6561.0

Either way if I'd be able to suggest anything would be maybe some shape beveled into those belt pouches. For the material that is. One thing I've found handy (since I could never get bumpmaps to function) is faked lighting. One thing that hardly ever fails is shadowing underneath stuff. Why I say that is that your world lighting is almost always top down, so it really never breaks realism.

For full pre-built lighting though put your ordinary texture on a mesh and make sure it's all unique UVs. Then (if using XSI) light the object's scene to your liking and bake it onto the texture. What you end up doing is bypassing SWBF's awful, if not too simple lighting mechanics and manually building it. I know you can't do that with great results on a soldier/moving unit but the fake shadowing mechanics (if used sparingly) still does a wonder of good. Look at the materials in Jedi Knight Outcast for reference as they used no bumpmaps from my knowledge.