We actually use a Layered material pipeline for characters and weapons using about 4-6 2k multi-channel mask maps per character
We actually use a Layered material pipeline for characters and weapons using about 4-6 2k multi-channel mask maps per character
Thanks a lot! We don't have a release date yet. But we want to see where we are some time in 2016 before we consider a release date.
Yes, there will be playable space combat.
We do want to implement Character customization. We are still in a Pre-Alpha development stage so it's low priority right now.
Good questions. because of the topdown viewing system + the speed players move, interiors would put heavy limitations on the combat. players can jump very high, walljump and glide from elevated areas. vertical movement is very important for this game. we really want put emphasis on the fact that this half-twinstick shooter pushes all 3 dimensions of gameplay space.
Hello Everyone. I'm happy to say that I'm back to developing my own games. I REALLY missed it. While I'm not back on terminator, I would still like it if you keep a look out for my new project I'll be announcing within the next month or two. I hope you can understand that this is my first attempt of micromanaging a potentially commercial project, which is why I'm not back on terminator. If all goes well, who knows maybe Fpst will make a return. no promises. again please keep a look out for what's to come. thank you :)
-Kevin Bryant
I actually have met Randy at Pax East last year. he's not a bad guy in person, I also have a couple friends who used to work at Gearbox on the game, but the production for aliens was a huge mess and I really don't want to point fingers at anyone specific for aliens being under delivered. I personally don't believe in outsourcing. It seems to be most effective with meeting a tight deadline, than getting a quality product.
Again, I want to thank Everyone for the support, the love, and the passion we all shared for the project.
What the Heck, I'll make it official. Sorry guys but FPS Terminator is dead. I spent the last year and a half working as Lead 3d Artist for Lukewarm Media on Primal Carnage (www.primalcarnage.com). FPS Terminator may not be gone for good. but you won't be seeing any progress anytime soon. Primal Carnage is released, but working on content for DLC. I don't have time to work on FPST anymore. But, for the future, I plan to make this more than a fan project, I plan to buy the rights for terminator to make it a legit, commercial game. but that's when I can afford it. FPST was just me wanting to make a video game in my basement. but now I have a published title credit. I feel like I have more experience, skills and knowledge than before. and I won't stop there. by the time I do want to pick this back up, the production will be far more efficient, and better executed. so please understand that as a fan, I do still want to make the best friggin terminator game ever. It's just a matter of time. I'll be Back!
It's ok to mirror textures, just not on a character's face.
I heard there was gunna be a highres texture pack too. I mean the game does look fantastic. but I know Id tech 5 can push itself even further.
Installing Rage is not fun, but everything else is. I haven't seen a single drop in the framerate. it runs like a champ.
Borderlands and fallout only wish to be like RAGE
yeah the laser graphics but is comformed and I'm looking for ways to fix
Download this and put it in Fps Terminator\Binaries\Win32
lemme know if that helps any.
"But Crysis has proper fov. As I said if unreal has 90 degrees, in other games it could be equivalent of say, 70."
That just makes no sense at all. are you saying that the FOV in unreal is dishonest?
so FPST's fov is too low and Crysis is fine dispite the fact that Crysis has a Lower FOV? isn't that a bit prejusticed?
It's funny to mention FOV in Crysis 2, which is using just as much of a console engine as any unreal game.
Crysis(a pc only shooter) has a lower FOV than 90 at default.
90 is also the default FOV of the Unreal Tournament games, games made primarily for PC.
Unreal is not made for consoles. you can't get DX11 features on consoles
as for story and dialog, I appreciate your Idea, But I already have a story planed for this project. Combat Dialog is still in the works.
I don't force you guys to hit the hint button. It's for people who don't know how to navigate through a map.
Deadspace has a hint button and good level design, why not have both?
Hey thanks for the screenshots man. I also see that the bloom is over exposed for some reason. It does not look that bad when I ran it, and I currently don't know what's causing the issue at the moment. do you think it's a driver issue? I'm just guessing.
"The bloom/exposure is way too high when looking through the gun scope, that I can't see anything"
I think that's a glitch because the I saw screenshots from Phaaze and He had blown out bloom as well, and does not look like that when I ran it. I honestly don't know what's causing the issue.
It could be third party drivers or something, but I honestly don't know atm. Let me do some research on similar, commen udk issues.
FOV is at 90 how is that low?
It's pretty optimized considering the amount of effects and fidelity.
I get an average 50 fps on a GTX285.
If it's running slow it's either bad drivers or weak hardware.
I didn't promise a GTA sandbox, but a linear mission with alternative paths.
There are options to lower graphics settings, and I'm sorry if they are not robust
the main menu cursor runs fine for me. it must be the same problem why it doesn't seem optimized for you.
My problem is that some people are having effects glitches with the lasers and and blown out bloom, but never happened when I ran it. and I'm really trying to figure out these issues now more than anything.
Narlyteeth
kevin joined
Hello I'm Gridlockshock/Narlyteeth, and Kevin Bryant in RL. I've been passionate about games ever since. I'm am currently a student at the art institute of dallas majoring in the Media Arts and Animation program. creating beautiful mods is my favorite hobby. I do this to test my personal skills in art, modeling, mapping, scripting, and commitment to be ready for the highly competitive and critical industry that we know as video games.