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Messages - atrblizzard

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16
Inventory Items and Weapons / Re: Weapon reference
« on: October 10, 2014, 08:43:01 pm »
Actually it looks very close to the original one, so far haven't seen any major issues, thus good work! If I may provide some suggestions, is to have the parts that need to be animated to be a separate part of the mesh. Mostly the ratcheting top cover, the trigger housing and the actual clip are to be animated, as seen in the video below. Rigging them shouldn't be an issue for now.



17
Inventory Items and Weapons / Re: Weapon reference
« on: October 08, 2014, 09:56:18 pm »
Appreciate it, hopefully it won't be too much trouble, for the sake of staying close to the original concept.

The bed looks to be quite an accurate replica, great job! I think splitting up the textures for the mattress would make sense for reusability in different places. Will serve great use on modularity along the way too.
I'll set up the rest of the threads tomorrow to keep better track of them.

18
Off Topic / R&R: Current status on Development
« on: October 08, 2014, 09:50:58 pm »
For those who managed to catch up on the latest development blog, I've mentioned that I took some time off the project, mainly due to my health concerns and inability to fully focus on that.

As much as I'd like to keep productivity going forward, it's not really up to me unfortunately. The current burnout that hit me had a chain of negative impacts, affecting my calcium level and worsening my immune system are but a few. As they aren't distracting enough, keeping motivation and focus is a whole lot harder. Taking full recovery will take a while, which is already on the process.

Most importantly, the project is still going on from the rest of the team, a lot of things are still happening in the meantime. There is really nothing to be alarmed of, no matter how bad it might sound.

If by any chance I haven't replied to most of your posts, in which case, it's pretty much a high chance I haven't, and for that you'll have to forgive me.
I try my best to keep things going and with the little strength I have left to focus on the project, there are some priorities I have to take care of on the forum, mainly the asset creation part, and not to be taken as an offense if I won't respond in time on the rest of the board.

Hopefully I'll recover as soon as possible and resume active development. Until then, I bid thee farewell.

19
Environmental Models and Textures / Re: Street Props
« on: October 08, 2014, 04:39:51 pm »
From the few pictures over the internet i tried to reproduce the real street lamps used in santa monica.

pierlightb http://i.cubeupload.com/ioyjIw.png

https://www.mediafire.com/?wbhh9t4mf120nof


Another fantastic rendition, Iraito! Seems you've read my mind with remodeling it after its real life counterpart. I knew I forgot to mention this, but kudos!

Also is there a possibility to save the images in PNG or TGA if that is not too much trouble? I've seen the file size goes up a lot because of its resolution, which is why I understand why JPG, but if there isn't too much loss in quality then it should be fine.

looks awesome! have you tried giving it some self illumination? It works fairly well with Lux


Agreed, went to try it out myself, works quite well with self-illumination. I usually just strap that into the alpha channel, works well as intended.

20
Inventory Items and Weapons / Re: Weapon reference
« on: October 08, 2014, 04:34:20 pm »
Absolutely not Atr, i read on the new development blog that you will open other sections for models.
Good, i wouldn't dislike working on props etc. in my spare time besides weapons.

Baton http://i.cubeupload.com/lFj4RI.png

https://www.mediafire.com/?ye2383r21d1vwpe


That is correct, there are the street props that are already open and there's going to be more in the meantime. At least it will allow some diversity when working with some of the models.

Looking great as always, Iraito!

Okay so I think I'm starting to finally get the hang of Lux in Unity. So here's a picture of the Uzi ingame. Feel free to C&C



http://s30.postimg.org/5pcj3puv5/ingame.jpg


Looks really great kr0wbar! I'm going to be a bit blunt here. Is there a possibility to replicate the vanilla model further? For some reason some of the bolts are missing and in the original game there is no extension intact. Now the question is if we are to aim for a 1:1 replica of the original counterparts as illustrated here or go with the real life ones?



Also. I'd like to start working on the Remmington 700 if it's allright why you guys


Sounds good to me, unless someone else is already planning on rebuilding it. Otherwise, you have my vote.

21
Environmental Models and Textures / Santa Monica (Structural Props)
« on: October 07, 2014, 12:45:41 am »
models/scenery/structural/santamonica/firepit.mdl (Unclaimed)





models/scenery/structural/santamonica/freewaysigna.mdl (Unclaimed)





models/scenery/structural/santamonica/freewaysignb.mdl (Unclaimed)





models/scenery/structural/santamonica/gallerynoir.mdl (Unclaimed)





models/scenery/structural/santamonica/gassign.mdl (Unclaimed)





models/scenery/structural/santamonica/gallerynoir.mdl (Unclaimed)





models/scenery/structural/santamonica/junkyardsign.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgb04.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgbs03.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgbs10.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgbs12.mdl (Unclaimed)





models/scenery/structural/santamonica/manhole.mdl (Unclaimed)





models/scenery/structural/santamonica/parkingpillar.mdl (Unclaimed)





models/scenery/structural/santamonica/parkingroof.mdl (Unclaimed)





models/scenery/structural/santamonica/piersign.mdl (Unclaimed)





models/scenery/structural/santamonica/sanbusbench.mdl (Unclaimed)






models/scenery/structural/santamonica/sanbusstop.mdl (Unclaimed)






models/scenery/structural/santamonica/parking_sign.mdl (Unclaimed)


22
Environmental Models and Textures / Street Props
« on: October 06, 2014, 11:37:50 pm »
models/scenery/street/Pierlight/pierlight.mdl (Iraito)





models/scenery/street/Pierlight/pierlightb.mdl (Unclaimed)





models/scenery/street/streetlight/streetlight.mdl (Unclaimed)





models/scenery/street/streetlight/streetlightsky.mdl (Unclaimed)





models/scenery/street/lamppost/lamppost.mdl (Unclaimed)





models/scenery/street/powerpole/powerpole.mdl (Unclaimed)





models/scenery/street/payphone/payphonepair.mdl (Unclaimed)





models/scenery/street/payphone/payphonemount.mdl (Unclaimed)





models/scenery/street/hydrant/hydranta.mdl (Unclaimed)





models/scenery/street/mailbox/mailbox.mdl (Iraito)





models/scenery/trash/yellowdumpster/yellowdumpster.mdl (Unclaimed)





models/scenery/trash/greendumpster/greendumpster.mdl (Iraito)





models/scenery/street/Trashbags/Trashbag_1.mdl (Unclaimed)





models/scenery/street/Trashbags/Trashbag_2.mdl (Unclaimed)




models/scenery/street/Trashbags/Trashbag_3.mdl (Unclaimed)





models/scenery/street/Trashbags/Trashbag_4.mdl (Unclaimed)





models/scenery/street/Trashcan1/trashcan1_lid.mdl (Iraito)





models/scenery/street/Trashcan1/trashcan1_base.mdl (Iraito)



23
Inventory Items and Weapons / Re: Weapon reference
« on: October 02, 2014, 09:02:52 pm »
Oh boy, i never said that i would stop totally.
Updates will be sporadic but i will try to drop by sometimes, i'm following this project since the first step with source, so i will remain until the end.

Steyr updated\fixed http://i.cubeupload.com/3JTE5y.png

https://www.mediafire.com/?z79k2h6ndg1nzpf


I hope you won't blame me for thinking it sounded like it, haha. Your contributions are priceless, and so is your will to stay to the end. At least with Unity we won't hit the same walls as we did on Source.

Awesome work once again!

24
Inventory Items and Weapons / Re: Weapon reference
« on: September 15, 2014, 10:17:59 pm »
As much as this would seem like it nears to an end, it completely understandable, and I personally don't see any rush with them. What you've contributed to the project so far is more than anyone could ask, so thank you once again. I'm thinking of holding of the rigging and animation part for now until the ones that need fixing are taken care of, else it'll be tedious to redo the whole process.

From the looks of it, I'd say the baseball bat, Glock, M37, Anaconda and a few more look quite polished so those would be the ones I'll focus on. Since these take time anyway, there's no real hurry.

Thank you kindly and I wish the same to you.

25
Introduction / Re: Hello
« on: September 10, 2014, 02:09:57 pm »
Hello and welcome to the community, Sebastian!

We can't agree more, Bloodlines is something unique in the VtM lore, not to mention it hasn't gotten any games within the lore since Bloodlines. After the WoD MMO got canceled, it was clear to us there won't be any new game or a remake of the older games, which is why we are passionate enough to do something about the cause.

It's not an easy task, but any support and dedication helps tremendously to come to fruition. We try to make sure it'll get as far as possible. As for the voice work, if you don't mind posting on the Voice Actors section on what types of voice works you can do and some samples if possible, it's easier for us to keep track of things that way.

Thank you for your kind words and support, and always, enjoy your stay!

26
Introduction / Re: Hello
« on: September 10, 2014, 01:59:49 pm »
Hello Sutnik, and welcome to the community!

Thank you for your suuport, and well you're in luck, Ravnos and Tzimisce is something we're planning to bring into the Bloodlines universe as a full featured clan. Might be implemented after the final game is done, but these are the clans we very much like to have. It might be even crazy to pull off some of the disciplines they have but nonetheless, it would need proper balancing and testing.

Hope you enjoy your stay!

27
Introduction / Re: Good evening...
« on: September 10, 2014, 01:52:15 pm »
Hello and welcome to our community, Crowley.

It's always good to see such dedicated VtM fans out there, not to mention the dedication on keeping such groups alive. I truly believe the community as a whole and the fan base the WoD have gotten over the year are still going strong, despite the incident with the WoD MMO.

Thank you for your kind words and support. And as always, please enjoy your stay.

28
Introduction / Re: Just another Neonate.
« on: September 10, 2014, 01:44:39 pm »
Sorry for the late acknowledgement, but welcome to the community!

I'm sorry to hear about the registration issues, there were some measures to be taken to fight spam bots which might have conflicted with your experience at some point, but I'm glad it worked out well in the end.

Thank you for showing your support, and don't forget, shaping this project is also under you, the community, in order to achieve the best experience in the reborn Bloodlines.

Before I forget, that's a really lovely art style, should encourage you to post in the concept art thread as well. And as always, enjoy your stay!

29
Introduction / Re: Salutations!
« on: September 10, 2014, 01:39:33 pm »
First of all, welcome to the community Marissa!

It's always great to see such dedicated fans of the whole WoD lore and being a fan of VtM: Bloodlines as well.

Voice works are something to be considered at a later point, but you can freely post in the Voice Acting section if you like on various ideas and a small description of the voice works you would like to do. And of course, any knowledge about the WoD lore itself is as helpful as anything.

Thank you for your kind words, but I'd like to assure that this wouldn't be possible without such a dedicated team and amazing community both the game and the project has gotten so far.

30
Inventory Items and Weapons / Re: Weapon reference
« on: September 10, 2014, 12:20:23 pm »
Great job as always Iraito! I just had to showcase your great work on the development blog. I've began rigging those models to the view model (first person) a while ago but hopefully it'll be done as soon as possible.

I thought about that, but i think that it's better to create a splatter system in the game where you can add decals on any object.
This way you can have dynamic dripping blood, static blood and vanishing one.

As for that, I agree, a dynamic splatter system would sound more a more efficient way to implement blood decals on the weapon, including dripping blood.

What about the cut weapons like Dragon's Breath, SWAT sniper rifle and Fragmentation grenade? I would love to see them in the game..

Also adding a melee weapon like stake would be great..

I second that, being the cut weapons brought to life would add more diversification for where it would make sense. Although these are not as important as the main weapons, but still nice additions nonetheless.

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