MegaMod Skinning Dept.

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MegaMod Skinning Dept.

By far the coolest department in the mod.

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Inception
4 years ago
Date Modified
1 year ago
Post Count
346

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  • gameripper's Levels
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    Posted 3 years ago
    Posted by NoZTriX About the firing for the LRG. Is there still going to be a pump action after each shot?

    Yes, it needs to compress the nitrogen-oxgen propellant in order to get decent range. Easier to have someone do that than to automate it.

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    Posted 3 years ago

    About the firing for the LRG. Is there still going to be a pump action after each shot?

    All I hear is noise
  • Kosai106's Levels
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    Kosai106
    Skinning/Modelling Expert
    Posted 3 years ago

    Finally started doing some foliage props. Just finished up a tree. It'll probably need some more tweaking and such, but it's a start to get my lazy ass in gear.

    What do you want to see next in my foliage collection? Some rocks perhaps? :P

    Posted by Lost Some issues with WiPs not showing comments, just edit and switch the project to "none". Haven't narrowed down the issue completely just yet as some work and others don't.

    Now that's one hell of a weird bug..

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    Posted 3 years ago

    Some issues with WiPs not showing comments, just edit and switch the project to "none". Haven't narrowed down the issue completely just yet as some work and others don't.

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    Posted 3 years ago

    Not bad, guess I'll have to get started on that grappling hook code eh :P

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    Posted 3 years ago

    Just wanted to stop by and tell you that I've started to animate the LRG now that I have more info about it's functions.

    So far I've done, -Draw -idle2run -run -run2idle

    All I hear is noise
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    Posted 3 years ago

    Posted by Kosai106

    I'm not sure if I'll do any weapons besides from the knife, because they require more time to do. Besides, I think we should focus on props and env. textures at first. Getting a few weapons in the game is cool and all, but having the environment fine-tuned first is the best way to go imo.

    I have a few (rough) environment sketches in the SVN. Since we are aiming for realism the art direction doesn't need to feet much of "theme", just realism. Tileable brick, concrete, and cement textures would be a good place to start IMO.

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    Posted 3 years ago

    Posted by Kosai106

    Posted by Zonno Good to know you're back. You could do some props from the list as in the thread, or small weapons. I can remember you once applied for doing a knife weapon concept, you could also do that one.

    I'm not sure if I'll do any weapons besides from the knife, because they require more time to do. Besides, I think we should focus on props and env. textures at first. Getting a few weapons in the game is cool and all, but having the environment fine-tuned first is the best way to go imo.

    There is a thread concerning the visual style of some city buildings etc, I could probably move that to the public light as it contains no story elements, just physical structure.

    I hope to have an updated GDD up for everyone on the team (few things need to come in first) to read so they know the gist of the mods content.

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    Kosai106
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    Posted 3 years ago
    Posted by Zonno Good to know you're back. You could do some props from the list as in the thread, or small weapons. I can remember you once applied for doing a knife weapon concept, you could also do that one.

    I'm not sure if I'll do any weapons besides from the knife, because they require more time to do. Besides, I think we should focus on props and env. textures at first. Getting a few weapons in the game is cool and all, but having the environment fine-tuned first is the best way to go imo.

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    SEMPER PRIMUS - ALTID FØRST
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    Posted 3 years ago

    New prop added to projects page. Comes with a basic 3D model as reference - you'll need to grab files via SVN.

    Metropol Surveillance Camera

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