Hope you didn't mind the wait, but it was worth it!
Before you comment, yes, that mp5k model is from the beta,even though it is edited. It was a w model, don't want to lie that it is not. Valve really doesn't care about beta content, as long as it is free, and not resold. missing-info mod sent valve an email a little while back, and they said if they keep their mod free, it is legal.The textures in the maps are from the beta for now also, they stay, unless we get custom made ones (which I think we will). I am not going to go crazy with beta models now, but for now, the mp5k stays. The sound got messed up on the mp5k clipout.
Here is the content:
We finally decided on the group name: Cult of Diversity, because besides having 2 russians on our team, everyone else is from a differnt country!
Stay tuned for more future updates!
Hey dude you got a nice car there! :P
lawl XD
Oh wow, that map is epic!
cool car :P and cool map :) ozi worked hard on that i think :P damn... i wanna play conscript now xD can't wait :P
awsome
Looks great!
woah i doubted this mod but it looks amazing
Thanks, I forgot to add another model that is uv mapped and beta textured in the update :p
looks blocky
what looks blocky
and u do realise if its models we have a 1000poly limit
So, That hasn't stopped people from making non-blocky models before. It doesn't hurt to throw in a few extra tris for appearance sake. And you don't HAVE to stay under 1000 tris(Well You do..), You could just have your coder code in more poly tolerance. Problem solved.
Our models look pretty amazing. You got to keep the psp's ram in mind. We could have a 70000 poly model (tried it) in our game, but it eats ram.
Also, that type of shotgun IS boxy IRL.
okay fine i may of misinterpreted my instructions
Mexicouger:
"You could just have your coder code in more poly tolerance. Problem solved."
Sure. Not how it works you know.
That's some pretty amazing code, if you can some how squeeze more processing power out of limited hardware with software.
You can make the limit 1000000000000000000 poly, doesn't matter. Do you know about psp's ram and such?
1000 tris
Holly shite.
Do you have any idea how the hardware of the PSP work? Ram isn't the only thing you need to worry about. Rendering the Mesh is far harder on the processor, and GPU then it is on the ram. Instead of claiming you know how it will hurt the hardware, listen to others about the hardware.
Oh yeah, A QMDL could handle a 10000000000000000 poly model. And sure as hell the PSP couldn't handle a 10000000 poly mesh. The processor simply couldn't take it.
Stop acting smart and listen to others.
who are you talking to now? Of course it couldn't handle a 100000000000 poly mesh.
I said You can make the limit 1000000000000000000 poly, and it doesnt matter, I ment to say because even if you raised the limit that hight, it would still not work.
Im not retarded you know.
It's not the ram that can't handle it. It's the GPU/CPU.
In general it couldn't handle it. End of discussion :)
Probably not, But Kurok did it, So it's possible.
kurok raised the limit to 2000 or so, but all models were not 2000. My game's engine is more advanced then kurok, and I have bone animations, so I have to lower poly, If I dont want to run into any future problems
cant pple comment on the work rather than having a flame off at biodude
you made all of those map textures yourself or are they place holders?
well, all place holders for now, I guess
sheeeeeeeittt. is that an SPAS12 i see?
Yeeaaa :D
I love the buildings.