Looking better every time guys, keep up the good work!
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Resident Evil: Behind the Mask [+Hazardous Battle]
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Gemini, since I noticed you mentioning that your almost out of coding work at this moment, my offer still stands. I still need a coder if interested. If you could inquire on a pre-render bg artist,I'd appreciate it. Also if you'd be so kind to share your model rips and textures for RE: DS expecially for Barry, it would be a great help. One last thing, a shout out to you and Sonic for your hard work. Thanks.Last edited by Ultimacloud123; 09-05-2014, 08:11 AM.
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Originally posted by Ultimacloud123 View PostGemini, since I noticed you mentioning that your almost done coding my offer still stands. I still need a coder if interested. If you could inquire on a pre-render bg artist,I'd appreciate it. Also if you'd be so kind to share your model rips and textures for RE: DS expecially for Barry, it would be a great help. One last thing, a shout out to you and Sonic for your hard work. Thanks.
He got to the point of having the weapons in a working state, this doesn't mean that he's almost done with the game.
Until it's released, there's still work to be done to the engine.
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Originally posted by SonicBlue View PostDid the game got released?
He got to the point of having the weapons in a working state, this doesn't mean that he's almost done with the game.
Until it's released, there's still work to be done to the engine.
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Productive day is productive:
Vector-hitbox collision is out of the way, which applies to billboard sprites (check out the Parabellum clip, it's bouncing off the wall as it should) and easily integrates with the rest as well.
Originally posted by -Rusty- View PostGive him long sleeves.
Originally posted by Ultimacloud123 View PostI understand the coding isn't quite "done". I meant since he's running out of code related work, maybe he could help assist with my project. Sorry maybe I should have reworded my statement.Last edited by Gemini; 09-05-2014, 09:25 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Originally posted by Gemini View PostOr I should use a proper model from Gun Survivor. That test has been made with the generic pack zombie mesh, which does have sleeves already modeled like that.
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Originally posted by Jimmy_Jazz View PostGemini, would you consider licensing your engine out in the future for a fee and you and whoever was licensing it from you could agree on the conditions under which it is licensed under?
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Originally posted by Getta robo View PostThat's almost a PS2 quality of detail model! Damn you guys are good! Also Gemini, could you tell us more about the unused zombie model? Was it lurking on the Jpn demo or someplace else?
Originally posted by Jimmy_Jazz View PostGemini, would you consider licensing your engine out in the future for a fee and you and whoever was licensing it from you could agree on the conditions under which it is licensed under?
Originally posted by -Rusty- View PostDo you plan on grabbing the dead prisoner in the jail cell area as well? I think his model is actually part of the level rather than a separate thing.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Another update by the game. Autumn is here for good, so we got all these new showcasing images.
Vector-object collision added. Entity-object to go and the collision module is done. #nice_painting_of_a_WHATman
Originally posted by Gemini View PostPS2 model=1400+ polygons, Wesker has barely 700 so it's not even barely comparable; lights help tho. The unused zombie is found in the retail builds of GS.
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Please don't post the Twitter stuff. The pictures don't show and updates are random thoughts that provide basically 0 insight of what I'm doing.
To expand better on that:
Scenario 3D elements now sorta count like hitboxes, but only for sprite effects and other stuff based on vector collision.
Also weapons:
Hopefully I'll soon start working on new individual weapons, rather than edit the Glock to death for my tests. Those are for the battle mode, maybe for the main mode too, if any recycling can be done. Models are Saturn rips with uv maps redone and textures reworked for the occasion.Last edited by Gemini; 09-06-2014, 01:45 PM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Originally posted by Gemini View PostPlease don't post the Twitter stuff. The pictures don't show and updates are random thoughts that provide basically 0 insight of what I'm doing.
Originally posted by Gemini View PostTo expand better on that:
Scenario 3D elements now sorta count like hitboxes, but only for sprite effects and other stuff based on vector collision.
Also weapons:
Hopefully I'll soon start working on new individual weapons, rather than edit the Glock to death for my tests. Those are for the battle mode, maybe for the main mode too, if any recycling can be done. Models are Saturn rips with uv maps redone and textures reworked for the occasion.
Also, can I make a request please? Is it possible that you could post the zombie model of Wesker? In any case, thumbs up for your informative post!
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Today I got them weapon inserted and a Redfield to raid the mansion:
Grenade Launcher to come as soon as I'm done adding code for it and rescale the model. Having no weapon+hand combined into a single mesh sure helps adding a ton of these with no extra work; hooray to PEII for the idea.
Originally posted by Getta robo View PostAs for the Saturn version of Biohazard/Resident evil, did the code of the game featured anything outside of the ordinary? Such as any unused objects/items or enemies? I recall somebody mentioning that the Saturn RE had some similarities with the BH2 beta, such as some sound effects if I'm not mistaken.
Also, can I make a request please? Is it possible that you could post the zombie model of Wesker?
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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