Hey cheese that's already the way it works (see top of this page). The only difference with tf2 is that I use a constant color, while they sample the color from the ambient 'cubemap'. http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf
Boo hoo dead npcs....the devs should just have said that the npcs were suspected terrorists and that you play as a homeland security officer...problem solved.
http://www.wattsatelier.com/art_instruction1.html If you think you can draw better then them, then you probably don't need classes, but I doubt you can. Just compare your ability. Making textures is based upon traditional skills, which are developed by learning and practice. I'm pretty much self taught, but I realize that…
Aye aye, I got in touch with the boys behind my engine and they're working on a few changes that'll solve this issue. :} I first stumbled upon problems while setting up some code that points bones in a rig towards a 3d vector: for instance, making a head bone "look at" a nearby NPC, or an arm bone "aim" a gun at its…
Awesome help guys. Thought I'd throw in my knowledge on the subject too. Power of 2 images sizes in general is a good idea, though not really mandatory any more (with stipulations to older hardware, which you probably wont target anyway.) Square is debatable, but often a good rule to follow also. On today's hardware…
[ QUOTE ] So maybe a new way of things could be approached; people can submit player models but they don't have to be for a game as such, just a gallery of characters, that have peer reviews. [/ QUOTE ] That's pretty much what we're thinking about. The old model database won't go away, and Cheapy is right that the "old…
i don't so much have trouble with shooting as far as wanting to shoot in different ways. violence and weapons etc. will always be with us, i simply find myself more and more drawn to games that make the shooting more interesting. primarily tactical games (make shooting more like real shooting/tactics etc. while still…
Having good looking human characters in a Rpg is hard.. I've learn that while working on Mass Effect. You need to have a very flexible system, that not only gives the player freedom but also allows the designers to create a myriad of npc's. Essentially its like comparing facegen to lovingly crafted unique art - because…