To me it looked like the walls that are chewing the city are near the edge of the map, and the "Tower" might be a video on the skybox. It seems a bit out of focus and blurry, like a skybox image.
The Punisher
Evil posted this in another thread:
I think one of the first maps I'll be making is a sort of test course designed to put the AI through its paces. Surely there will be some basic AI settings available in the editors without the need for coding (hopefully).
To watch and learn how the AI...
Look at all the lines that are drawn on the surface of the model. at each point where 2 lines cross there will be a vertex. For each 4 sided shape there (square. rectangle, parallelagram etc...) you'll have 2 triangles and thus 2 polygons. You probably have over 50,000 polys there.
That...
Somethhing cool that you could add to this is to have a helmet cam on each soldier. And give the commander a monitor window he can call up.
Remember in the movie "Aliens" where Lt. Gorman sat back in the APC and watched monitors and directed the 2 squads from there (I think they were split...
So will the look of the mod be Hollywood/John Wayne style western or will it be Clint Eastwood-Spaghetti Western style?
Hopefully the later, much cooler and more realistic.
The Punisher
About the bodies bouncing. I have never personaly seen a body bounce, but I have heard from a few people who have seen skydiving accidents where the bodies DID bounce several feet.
Its all about energy, and it has to go somewhere. The type of surface you fall onto probably has a lot to do...
For some people it wont matter one bit if it sucks or not.
whats going to make or break HL2 is the modding possibilities.
I bought Unreal2 based on what seemed like (at the time) excelent modding potential. I only played the game itself for a few hours. Unfortunatly the editor is...
Just because Valve Chose to make their models with XSI does not mean that XSI will be required to make models.
I believe that within a very short period of time after the release of HL2 you will be able to use Milkshape and 3dsMax to work with HL2 models.
Right now you can still create...
>I certainly don't think that HL2 is really going to look like a halucinogenic drug trip:
You know, that could be a funny mod.
You are on a halucinogenic drug trip. Everything is discollored and distorted, nothing sounds right and the people are all monsters and theyre out to get you...
Same here as sidewinders post, except I have no team, just me at this point.
1. Building model's (you build the mesh and import it later)
2. gathering source material
3. sketching out maps
4. writing down My plans, and thinking it all through ahead of time.
5. gather sound samples...
I came to the same conclusion about the "War of the Worlds" walking war machines and the Starship Troopers bugs.
They game models are obviously inspired by, not not EXACTLY copies of these scifi shapes.
I have no problem with it, its kinda like a tribute. And thats cool.
The Punisher
How many polys are people planning to use on their models?
Right now I have a couple of player models that I'm working on that are in the mid 4000 range. And a few weapons that are running 750-950.
Think this is a bit high, or am I fairly close to what Valve will be using on their models...