Search found 98 matches

by nick87720z
02 Aug 2020, 17:28
Forum: Artwork
Topic: SndRev Actual
Replies: 9
Views: 499

Re: SndRev Actual

Solved uncertainty with echo style for light mg, just equally mixing last two results.
by nick87720z
02 Aug 2020, 16:07
Forum: Artwork
Topic: SndRev Actual
Replies: 9
Views: 499

Re: SndRev Actual

Further change to heavy machinegun. This time mk-19 distant pre-echo from gunfire fits just fine (I initially supposed to use it only for cannons) :)
by nick87720z
02 Aug 2020, 14:00
Forum: Artwork
Topic: SndRev Actual
Replies: 9
Views: 499

Re: SndRev Actual

Now I have exact case for reason to need help about sampling+ license. I noticed too late, that some of my sounds derive samplerate from origins. At least for mgtower (also twin hmg in contengency / enhanced balance) difference is very clear. My usual workflow was to open original sample, save as ne...
by nick87720z
01 Aug 2020, 23:48
Forum: Artwork
Topic: SndRev Actual
Replies: 9
Views: 499

Re: SndRev Actual

Same completion status, but now I got rid of non-commercial sources. Assault gun now has about two times higher audible rof, comparing to light mg. It so happened, that I got touch to this: https://freesound.org/people/SuperPhat/sounds/417690 before https://freesound.org/people/surrey_film/sounds/86...
by nick87720z
30 Jul 2020, 12:53
Forum: Ideas and suggestions
Topic: Rocket weapons emitting fire and smoke from behind
Replies: 0
Views: 61

Rocket weapons emitting fire and smoke from behind

For now rocket weapons have same flash style as guns, but that's incorrect. I propose following changes for rocket tubes: 1. Relatively big flame in tube back at fire moment. 2. Relatively big smoke cloud. 3. Danger zone with tiny thermal damage, depending on weapon. Harmless for vehicles, but hurti...
by nick87720z
30 Jul 2020, 12:16
Forum: Ideas and suggestions
Topic: Steam venting for energy weapons
Replies: 0
Views: 33

Steam venting for energy weapons

At least laser and gauss / rail guns could vent steam from vent grids on each shot. Or even all energy weapons (assuming what turret base do they have). I remember case from fps with massdriver's generator, emitting steam after each shot, and with shockrifle from unreal1 (probably electrolaser), mak...
by nick87720z
03 Jul 2020, 17:44
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 250118

Re: Models by MaNGusT (AR)

Interesting roof shape. Yeah, trying to improvise when can't google pics for reference. Also, original model hides some interesting details visible only at right view angle, I talk about boxes of ventilation system. UPD: I'm always open to new ideas. That's why I post work-in-progress first. In tri...
by nick87720z
03 Jul 2020, 14:29
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 250118

Re: Models by MaNGusT (AR)

Pobably variants with split rope-connected arm did not survive - ropes either broke on nuke or weakened enough to not stand nuclear winter. Though would be interesting, how does fold variant with monolyth arm.
by nick87720z
29 Jun 2020, 20:07
Forum: Ideas and suggestions
Topic: wzmini challenges
Replies: 0
Views: 130

wzmini challenges

Assuming wzmini is alive or runs, it could have own challenges.
First that came to mind - crane and several baba, trying to stand against already built-up enemy (good typical name - Diversion).
by nick87720z
29 Jun 2020, 19:54
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 250118

Re: Models by MaNGusT (AR)

That's even better than steel tower :)
++ Trying to imagine unit's 3rd person camera with wzmini and soldier (or brainwashed scav soldier). This crane should be very tall in his eyes :D
by nick87720z
28 Jun 2020, 14:22
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 250118

Re: Models by MaNGusT (AR)

@MaNGusT, Do you preserve original full-poly models?
Could be useful not only in cutscenes if wz will get geometry LOD. I remember at least one example from fps when low poly convertiplane was used for distant aerial battle show.
by nick87720z
28 Jun 2020, 11:33
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 250118

Re: Models by MaNGusT (AR)

Tried release 3.4.0. Artrev is synced to last, but when start - there are still errors: On game start: fatal |14:07:48: [pal_Init:43] palette.txt is missing required value(s); (missing lines 97 - 97) And in alpha campaign, when trying to escape cave with LZ (could be earlier, not sure when exactly):...
by nick87720z
27 Jun 2020, 14:14
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 250118

Re: Models by MaNGusT (AR)

that's why I'm asking. Adding 2 more sets of textures will raise just requirements of hdd space... but who cares about this in 2020? On the other hand, it's not a progressive way to develop games. I mean runtime generation, as some compromise for systems with relatively slow graphics. So, it would ...
by nick87720z
26 Jun 2020, 21:45
Forum: Artwork
Topic: SndRev Actual
Replies: 9
Views: 499

Re: SndRev Actual

Trying to better sort samples, fetched from freesound some time ago. Noticed strange feature at FS: when typing new search into most internal search field (not outermost, visible before first search), new results are somewhat different. Probably affected by previous. Now I discover even more (probab...
by nick87720z
26 Jun 2020, 20:43
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 250118

Re: Models by MaNGusT (AR)

My wild guess, adding shaders is more modern way, but will increase system requirements. Can't some shaders be baked to texture when there is no need for that? Should be most useful for effects, that add static dependency on map. As for dynamic (weather effects), I could compare this way with mip-ma...