Just wondering will it possible to get an early version of the game in someway?
Posts made by MDK
Will there be an early version via kickstarter/early access?
RE: 3D Modeling
here are some pics of what my “messy” vertacies look like (or whatever you might call them)
You could try the command Set Normal Angle… and play around with the value. Something between 70-90 maybe. That might help atleast with some of the smoothing problems. If that doesn’t seem to do anything use the Set to Face command first. Atleast with FBX I have the problem that smoothing groups don’t work until I run Set to Face first. Both commands can be found in the Normals menu when the UI is set to Polygons mode.
Edit: you can also try running the Quadrangulate command from Mesh menu. This will make the model wireframe look much better if it ends up removing the correct edges. Techincally this won’t change anything in the model geometry since polygons are always rendered in Triangles on screen, but It’s easier to work with Quads.
RE: 3D Modeling
Converting solid or NURBS models to a polygonal form is very tricky and the end result is usually always messy. Yuo could try DXF format. Maya considers those as polygons and I’ve had the best luck with that format in certain cases. One possible solution would be to get a really dense model out from catia and using software like topogun to create the lowpolygon model. This way you could also generate normal maps by comparing the dense model to the (uv mapped) lowpoly model.
You can also find alot of topogun videos from youtube.
Edit: This actually gives me and idea. I did a 3D model of the Frostmourne sword a few years ago. If I manage to find the model and get them to work with the current software I could try converting it into a game asset.
Here is the final image of the sword.
http://i91.photobucket.com/albums/k312/ … _final.jpg
RE: Concept for a "medieval rugby" level
I worked on the terrain a bit more and now it looks a bit nicer. I also put placeholder castle walls and archer platforms on the map. As for the Quidditch thing… I’m not going to do that.
Here is a quick fraps I took from UDK.
RE: Beta Patch Feint Nerf Problems
I play 90-95% of the time as a Vanguard with brandistock. I don’t see the nerf as a huge deal. I do use feint, but not that often. I try to bait the enemy to do a swing and hit him back when his weapon is only hitting air. I feel like Vanguard is also more powerful in group situations anyway where feint doesn’t come to play that much. 1 on 1 is still fine and I don’t feel like any class has a huge advantage over me. I might change my mind after I play some more and maybe have scenarios where I need to rely more on feint, but after quick testing it doesn’t feel that bad. The reason I play with Vanguard so much is that I enjoy that play-style the most and I’m also far better with that class than other ones. To be fair this might be due to the fact that I haven’t played other classes that much. The second most played class for me is probably archer and when I play with that class I feel completely useless most of the time compared to Vanguard.
TL:DR I play Vanguard. The nerf doesn’t feel like it’s the end of the world so far.
RE: Duel servers
I think that’s a bot, lol. They are getting smarter, I am even questioning myself whether to ban or not.
Yeah it’s hard to say since some of his posts actually seems to fit in the conversation topic.
Even if he wasn’t a bot those advertisement links on some of his posta are still quite questionable.
RE: Ability to pick up a severed head and throw it
This would be nice since I’m working on American footbal/rugby type of map. Would make the scripting alot easier if there was allready a feature that allows you to pick up stuff from the ground and throw them.
RE: Polearm (Torn Banner) please take notice
I find this thread a bit odd. I understand the point the op is trying to make, but gameplay should ALWAYS come first in these kinds of cases. More importantly if this type of change would be made it should apply to all weapons. Every weapon in the game would do less damage if hit byt the area close to the hilt. It’s basic physics. This effect would ofcourse be more prominent in long weapons like the halberd, but why should this rule apply to just that weapon? There are also weapons that are completely blunt so the argument that the end of the weapon is the only sharp point so that should do the most damage is kinda sketchy. Especially since the knight is using full plate armor.