no mr.x in 1.5, He's totally retail. The hell is a chimaera? And yes, 40% build has grenades, its in curator's video he used to tease us
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Some cool 1.5 exclusive screenshots (**As seen on TV!**)
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Originally posted by Carnivol View PostBesides, gameplay footage was much more interesting than a bunch of nitpicky little things like map screens. If I had access to media coverage of some game I really wanted to see, you can bet your ass off that the maps and menus would've been the last thing I'd care to ask for pictures of too
Originally posted by warren View Posti wonder why inflames source never bothered to make map photos, his build surely had them
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Originally posted by Darkness View PostWell, we know "The Team"â„¢ Can hack event text....makes me think they can edit/create event code....which means roy and the zombie cop that raises in elza's scenario might be included?
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Thanks, DXP, on the backgrounds. I'm no pro like he is.
I'm not sure about that second window, now that I'm awake. I thought maybe the screen glare was masking it. That thing on the wall behind the first window might have been the Fire Extinguisher, for all I know. It just kinda looked like a window edge at the time, and I was rather sleepy. Oh, well. Too late - it's out there, now (haw-haw-haw).Do you know where I can find the final build of Resident Evil 1.5?
Please contact me if so! re15finalbuild@gmail.com
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Here is the requested 2nd floor lift hallway:
Last angle is speculative, that wooden thing we see in that one angle with Elza i've removed until we know exactly what it is(hopefully we will get to see what it is) so in place to keep with the modern design and because its a police precinct is a can machine, was the first thing that came into mine and Darkside05's head (chatter with people for opinions on things if the images are too blurry for alternatives.) anyway chances are these won't be final since I like going back and changing things but for now these should be useful for having something to look at and for Martin's mod since i'll pass these on as well. Textures btw are roughly based on what images we have for the 2nd floor although I can't obviously make assumptions on how light/dark a texture is.Last edited by DXP; 11-19-2012, 04:30 AM.
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Good job, mate.
However things you can do to improve it in like two minutes:
1.) Bevel some of those sharp corners especially on the walls. Someone might get hurt otherwise.
2.) Turn the sample rate up. AO (or shadow) looks like it´s spray painted in some areas ( under the window for example).
3.) I know the original was not really detailled per se , but maybe use more than 3 tileable textures for a complete room. You also got some heavy texture stretching on the dark wall panels going on. Displace or at least normal map the ground.
(4.) If use want more stylized glow and IES lights like in REmake, better do it in PS happily.
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