9th April 2011, 01:41 PM
9th April 2011, 02:17 PM
How are you doing the bullet holes?
9th April 2011, 02:43 PM
It's in third person view, right?
And what are the type of controls? I love the Splinter Cell type personally.
10th April 2011, 11:03 AM
hehe start to looking good. When do you release the next alpha?
13th April 2011, 01:00 AM
Bullet Holes are done via my custom engineered Decal System ( Designed to be fully compatable with DX Carbon ) :-)
Currently on schedule for next testing phase in a few weeks :-D
My first Alpha had it using player's choice 1st/3rd person view... I have thought about using 3rd person for melee and 1st person for projectile weapons but not sure which way to finally settle on; any advice everyone?
13th April 2011, 02:42 AM
My advice, would be to just pick one 'mode' and stick with it. There is a game called Darkfall, which I tried for a little while. The game itself was very cool, and has a lot going for it. The main problem it has is the bloody user interface mechanics. It was a real pain in the butt to get under control, and during high stress pvp, it was even worse.
So I would say, just pick one, and keep to it, rather than going from one for one thing, then to another for another, etc.
16th April 2011, 07:00 AM
Ok so regarding your 'custom engineered decal system'. Are you using planes, and putting them on the scene.lastHitInfo.posWorld / normal, or are you actually drawing them on the objects secondary UV texture, or HOW are you doing it?
You don't need to tell me your code, I'm just wondering what the mechanics are.
16th April 2011, 06:11 PM
DX Studio Non-Commercial Pro Edition
Your a tease UCM
19th April 2011, 07:00 PM
@BUnzaga: get on msn today and i'll explain it but it's supposed to be kept top secret until after v4 is out ;-)
Also if you dont see me for a few days; i'm pretty sick at the moment so don't read into that if i take a while to get online X_X
24th April 2011, 12:40 AM