Search found 153 matches
- Mon Aug 04, 2014 3:33 pm
- Forum: Modding
- Topic: [Map] Tectonic
- Replies: 16
- Views: 3827
Re: [Map] Tectonic
WHOOOOAAAAA
- Fri Apr 05, 2013 11:36 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Programs used to make Overgrowth?
- Replies: 1
- Views: 678
Re: Programs used to make Overgrowth?
Still using this mostly -- sometimes I use CS5 instead of CS2
http://blog.wolfire.com/2009/05/what-to ... tist-need/
http://blog.wolfire.com/2009/05/what-to ... tist-need/
- Tue Oct 23, 2012 6:52 pm
- Forum: Receiver
- Topic: A Gunsmith's Analysis (Updated for RC7)
- Replies: 66
- Views: 85686
Re: A Gunsmith's Perspective
Thanks Katemonster! We appreciate the detailed post and will take a look at these issues. I have not had a chance to read through all of it yet, but from skimming it, I can tell you that many issues concerning the environments (including the super furniture sticking through the floor) are going to b...
- Mon Sep 03, 2012 12:39 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Download Receiver for free! (7-day FPS game)
- Replies: 672
- Views: 331678
Re: Download Receiver for free! (7-day FPS game)
currently lighting is baked into the model vertex informationConjuredMuffin wrote:Does Receiver not having lightmaps have something to do with them being saved per scene and not per gameObject?
Other than that: More guns! Woooo!
- Tue Jun 26, 2012 3:52 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Question for Aubrey (Reciever Radiosity)
- Replies: 2
- Views: 808
Re: Question for Aubrey (Reciever Radiosity)
This is what I used for reference on how to do it: http://wiki.polycount.com/AmbientOcclusionVertexColor#A3ds_Max_-_Radiosity although there are a couple tricky steps-- especially enabling the vertex paint modifier to actually SHOW your baked stuff. Once you have the colors baked and collapsed down,...
- Fri Jun 22, 2012 11:29 pm
- Forum: Receiver
- Topic: Receiver Inspired Ideas
- Replies: 16
- Views: 17986
Re: Receiver Inspired Ideas
these are great ideas and nice graphics! Currently the tiles are all standardized to the same size-- each tile has 3 entrances and 3 exits, so you can get a sense for the exact dimensions in some of the more "outdoor" rooms with large staircases. The great thing about Receiver is that ever...
- Fri Jun 22, 2012 9:03 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Download Receiver for free! (7-day FPS game)
- Replies: 672
- Views: 331678
Re: Download Receiver for free! (7-day FPS game)
In the area with the pipe near the wall, you can get out by tapping "w", and scooting until you get out. With the stairwell I found a way to get out, but will probably fix it, so you can't get back in there
- Tue Apr 26, 2011 9:44 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Unofficial Overgrowth a128, weekly build
- Replies: 69
- Views: 15825
Re: Unofficial Overgrowth a128, weekly build
It seems like the egg model may have been left out. Here it is:
http://dl.dropbox.com/u/3289323/egg.zip
There are 3 eggs total in Red Shards.
http://dl.dropbox.com/u/3289323/egg.zip
There are 3 eggs total in Red Shards.
- Fri Mar 18, 2011 11:43 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Parkour Videos
- Replies: 20
- Views: 3635
Re: Parkour Videos
This is really cool-- I really like how you used the decals to show how to navigate some of the areas. That kind of thing can be really hard to communicate, and giving a little hint doesn't take away from the fun in my opinion.
- Mon Mar 14, 2011 12:35 pm
- Forum: Modding
- Topic: Project Showoff
- Replies: 798
- Views: 236177
Re: Project Showoff
...this model uses a 512*512 map and you can really see it. So 1024's from now on! It's great that your stuff is working. Looking good! One thing you should probably try out is changing "texture reduce" to "0" in the config. Some people were having texture memory issues, so we s...
- Tue Dec 28, 2010 12:47 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Unofficial alpha 111, weekly build
- Replies: 46
- Views: 7519
Re: Unofficial alpha 111, weekly build
here are the missing throw files
this goes in data/attacks
http://dl.dropbox.com/u/3289323/throw.xml
these go in data/animations
http://dl.dropbox.com/u/3289323/r_throw.anm
http://dl.dropbox.com/u/3289323/r_thrown.anm
http://dl.dropbox.com/u/3289323/retarget.xml
sorry about the trouble!
this goes in data/attacks
http://dl.dropbox.com/u/3289323/throw.xml
these go in data/animations
http://dl.dropbox.com/u/3289323/r_throw.anm
http://dl.dropbox.com/u/3289323/r_thrown.anm
http://dl.dropbox.com/u/3289323/retarget.xml
sorry about the trouble!
- Thu Dec 16, 2010 3:20 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Unofficial alpha 109, weekly build
- Replies: 50
- Views: 9635
Re: Unofficial alpha 109, weekly build
This week we had a small problem with the Windows version of the alpha. You can unzip this and copy it over the existing .exe file and it should work. Sorry about the hassle!
http://cdn.wolfire.com/alpha/A109exe.zip
http://cdn.wolfire.com/alpha/A109exe.zip
- Tue Dec 14, 2010 10:32 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Unofficial alpha 109, weekly build
- Replies: 50
- Views: 9635
Re: Unofficial alpha 109, weekly build
Hey guys, sorry for the problems with the windows build. If you extract this and copy it over the existing Overgrowth.exe it should fix them. Thanks for your patience!
http://cdn.wolfire.com/alpha/A109exe.zip
http://cdn.wolfire.com/alpha/A109exe.zip
- Sun Nov 14, 2010 1:45 am
- Forum: Randomness
- Topic: Fallout: New Vegas
- Replies: 39
- Views: 22387
Re: Fallout: New Vegas
I picked this game up and I'm having fun with it. Slowly working through it--
I am doing a bunch of the smaller quests and exploring locations around New Vegas now.
I am doing a bunch of the smaller quests and exploring locations around New Vegas now.