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Blood Omnicide

Last news (11.08.2010):

This is the news of the last two months. We work mostly at the graphic component. Previously we received many comments about low texture definition. We worked at this subject, and we must say, that it is possible to make textures of any definition, if we had more operatives and spare time. Alas, the making of high definition textures requires more time and higher skill (which is not surprising) therefore hd textures’ full presence in demo version is doubtful; it’s more convenient to make an overlay modification in the form of retexture pack. And now about the rest of the news in order with a lot of work-in-progress screenshots.

A model of a props with the “Nosgoth Script” book:

 

 

Ziegsturl houses’ interior, works at hd textures. In shots:

- cabinets, bottles, plates and stuff;

- works at the appearance of fabric;

- hd textures by the example of the floor and the table;

- some dirt on the floor (experimenting with overlay textures).

 

 

Added effect of automatic smooth vertical rotation of the camera, which occurs when the player steps in territory, where he is covered from camera by the map’s geometry. That’s how it approximately looks:

 

 

Works at the Kain’s murder scene (the scene is complete at the moment):

 

We received a wish before, about changing shadow angles depending on the phase of the day. Now this feature is added to the game. That’s how the shadows look like in the evening (available at the maximum graphics mode). Also on the shot “interactive” subtitles are displayed (an optional alternative to the standard “at-the-bottom” subtitles).

 

 

New texture of the saving obelisk:


One more statue from the crypt:


And the last shot for now, a very early (and very abstract) sketch of the caves’ design:

 

Altogether, Omnicide is progressing, although slowly. Some of the models on the screens are made by a new teammate Norgant. Another comrade Mit joined us recently, he is working at small environment models now, I think we will show the results of his work in next piece of news. Mean_person continues working at relatively complex models, and I, VorteX, work at texturing all these models. Strange as it may seem, but it takes more time and effort to present the human environment than to make game maps.

 


Next release date: when it’s done. Follow the progress at the project’s topic at " Blood Omnicide"

Developers contacts:

icq: 296270879,

vortex_rikers@mail.ru,

paul.vortex@gmail.com,

IRC - irc.anynet.org channel #darkmaster,

http://darkmaster.quakedev.com,

"Tech" forum


 

Blood Omnicide archive >>

 



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Друзья


Фан-сайт серии фильмов Пила (Saw)

The Wheel of Fate: Архив фаната Legacy of Kain

Официальный сайт группы Ignes Fatui

A.E.R.I.E. team

The Lost Vikings

Shin-Ra

 

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