Scenery stuff and such...

Josan12 said:
BTW, IMO the shadows are too dark. If you look closely at most shadows they are a chequed pattern of black and grey/brown. Also - they seem a little too sharp: light will diffuse as it casts the shadow so you could try putting those shadows through a filter that makes the edges more 'ragedy' or rough or something similar...
I provided source GIFs. In any time you can fix that if you want ;)

x'il said:
But even you have to admit that the idea is kinda funny, the irony, think of the movie, think of the guy riding that bomb in all his absurd cowboy "glory" only to crash to the ground.
No, I can't. Such things are successfully killing atmosphere and they're done for the lulz only. While playing any game I simply HATE to have WTF? syndrome if I meet reference to something, taken from somewhere, not from the game's story/settings/whatever. If you're enough clever designer you can do the same without using ANY references to movies/books/whatever, really.

Sure, what you've said above is good for the movie, but not for the game for me.
 
Continuum said:
x'il said:
But even you have to admit that the idea is kinda funny, the irony, think of the movie, think of the guy riding that bomb in all his absurd cowboy "glory" only to crash to the ground.
No, I can't. Such things are successfully killing atmosphere and they're done for the lulz only. While playing any game I simply HATE to have WTF? syndrome if I meet reference to something, taken from somewhere, not from the game's story/settings/whatever. If you're enough clever designer you can do the same without using ANY references to movies/books/whatever, really.

Sure, what you've said above is good for the movie, but not for the game for me.

Getting a bit off-topic here i know, but I think the point of the references, Contie, is that they are a common frame of reference - something that most players will recognise and thus be able to share in common with the game devs. I agree that the ultimate purpose of a game is to be a creative work purely from the minds of the devs, communicated to the player through the game - but clearly BIS in FO2 wanted to try to relate to their players on a more common ground - motly pop culture humour. Interestingly, in FO1 they mostly did not do that so much, and thus created a more obscure, yet personal work that was related to (possibly, IMO) by fewer gamers.

I could make up the concept of a game as much from my own imagination as possible - but if it is not connected to common culture in some way then how will anyone relate to it? They'd probably just think it's interesting but wierd. Way i see it, Movies (for example) happen to be a form of culture most everyone in the western world can relate to (i.e. most people have seen 'Star Wars'). If i was to base my concept on Star Wars then immediately most gamers will be able to relate to it.

And this would be getting into deep philosophical water i know, but there are those that say nothing from an artists (or anyone's) imagination is really original, but mostly a result of the culture they were inlfuenced by when they were growing up. In most cases - pop culture (i.e. the movies, TV, music, books etc they read/watched growing up)

If you don't like it thats fair enough but this, IMO, is why they did it....
 
But... I don't care why they did it, really. And because of that I'm not going into this debate about FO2's devs minds (or any others), what they wanted to achieve, or what's the point of putting popular culture references into the freaking game ;)

It's very simple: you love it, I hate it, and nothing is going to change that.
 
Because of contie's nice help, I could create my very first 100% selfmade Fallout scenery object. :P



The basic is a very easy 3d model with very easy texture. I added the details later with random generic graphic programm that supports working with layers and has a "stemp" tool. (i. e. Photoshop or in this case, I only used Paint.NET)
 
Lexx said:
Because of contie's nice help, I could create my very first 100% selfmade Fallout scenery object. :P



The basic is a very easy 3d model with very easy texture. I added the details later with random generic graphic programm that supports working with layers and has a "stemp" tool. (i. e. Photoshop or in this case, I only used Paint.NET)

That is really impressive!!!
 
Lexx said:
Because of contie's nice help, I could create my very first 100% selfmade Fallout scenery object. :P



The basic is a very easy 3d model with very easy texture. I added the details later with random generic graphic programm that supports working with layers and has a "stemp" tool. (i. e. Photoshop or in this case, I only used Paint.NET)

maybe easy, but very smart.
Give a lot of ideas.
Nice work Lexx.

Brother soifran
 
Something identical crossed my mind few days ago :P

Anyway, the best thing about is that it has this 2d painting like feel, just like every piece of art in Fallout. I don't even try to achieve similar effect.

----------------------------EDIT

I wanted to make such missile silo as a part of underground missile complex. It's quite old and crazy idea which ended in nowhere :ugly:
 
Heh, a very big complex. I don't want to make mine as big as that. Looks like a shitload of work. :)
 
Continuum said:
Something identical crossed my mind few days ago :P

Anyway, the best thing about is that it has this 2d painting like feel, just like every piece of art in Fallout. I don't even try to achieve similar effect.

----------------------------EDIT

I wanted to make such missile silo as a part of underground missile complex. It's quite old and crazy idea which ended in nowhere :ugly:
IIRC, we talked about it X times in BGE, with Karel and some former graphic-guys, but nothing really happened.

It was in times when we talked more than worked. Oh, but such times are obviously gone! Now, we only work. :lol:

BTW, Cuntie, what those nutty revisits are supposed to be? Some kind of strange two-year plan? Try five-year. You communist. :irked: :revolution:
 
If you have a 3d model, it shouldn't be hard to make an animation of it. Having the player fall into the silo because they're foolish enough to stand on the hatch when it's opening would be amusing.
 
The one or the other would remind this screenshot here:



I... uhm... ripped out the piece of space junk and created some scenery out of it. I am not really sure if this is good or bad / if the makers allow this or don't like this or don't care, etc. etc... but anyway:

Bild5.png


yuropufo.png
 
Haha. We finally got hold of Yurops graphics. I spoke to those guys ages ago, and they where supposed to be releasing all this stuff. It never happened.
 
Nice, the sand blends in much better than the original. The capsule itself is too 'new', though; needs some rust and impact damage.
 
I don't know the story from Yurop, but the open door and everything else I saw from the mod, made me think that it has to be new because someone landed there only a short while ago. (The player?)
 
IIRC Lexx's right about that space crap. Funny gravedig, hehe.

And Yurop's leader is actually working for 2k Czech (former Illusion Softworks) on fucking Mafia 2 game, I told it here like 100 times! Are you guys still respawning or what?! :lalala:
 
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