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    Screenshots



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    Update!!:


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    Still working on it:

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  • replied
    Thunks guys!!!
    @ Gaz,,,ya...I've been working on that one for a while

    @ Neogho...I wouldn't say Call of Duty. That game is top notch...Dont know yet...pretty soon I hope...

    I am presently working on the Main menu:



    If it looks farmiliar, its because I used this as reference

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  • replied
    this game it's already more good looking than call of duty :, just for the single fact that the gameplay may contain fun stuff!, , when you releasing something ?
    Nice flamethrower !

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    now that's a flame thrower.nice particles.

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  • replied
    Carl Veil using the Hazer:
    [URL=http://media.moddb.com/images/games/1/19/18188/VeilHazer.jpg]

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    This is the asp with Textures

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    I'm working on a vehicle for this game...its supposed to be based off the lancer from Borderlands...made changes though:



    Working on blue prints for the last level:


    Uploaded with ImageShack.us

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  • replied
    NEw Update guys...

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  • replied
    Just made a sweet modification to the Character Portrait Comlink:

    Update:http://www.youtube.com/watch?v=iobYy...ature=youtu.be

    New Viddy!:

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  • replied
    New Update, Guys:

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  • replied
    @ techlord
    Thanks for reminding me. I'm workng on it right now.
    Sure, I will take a look at umech. Sounds like an awesome idea.i

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  • replied
    Hello Kelt'ar. I was curious if you are still working on a Modular Character Set?

    I would be very interested in your insight for UMECHS, A Universal Modular Entity Construction System for UDK. I'm currently gathering information to define UMECHS Naming Convention for Skeletons (Bones/Joints), AnimTrees, MorphTargets, SkelControl Nodes, Sockets, Textures, Materials and Shaders. The Name convention would be generic and multipurpose to take in consideration skeleton for facial animations, multi-ped creature, vehicles, animation blend trees, procedural animation, and physics/collision.

    After the name convention is defined, we'll define physical standards of skeletalmesh and static mesh parts, joint positions, morphtargets, sockets, and modular textures, and auxiliary data formats. Once the standards are defined, creating models to use the standard would literally be a snap, and new animations, textures, and shaders sets could be added/removed easily. The Standard will be documented and published for public reference.

    I look forward to your response.

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