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Status Updates posted by Raap
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Been a busy week coupled with distractions that prevented me from working on HW's revamp. Rest assured that I will get it done, hopefully soon, pending real life developments. #lifesigns
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Worth noting is that the revamp also hit an unexpected delay earlier but was saved by JonWil. This double-delay will be compensated for however, as the scope of the revamp was made bigger, so you can expect a lot of improvements to the visuals and gameplay.
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Take your time my dude. We aren't impatient, just be happy to see it whenever.
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Hostile Waters new ice materials (WIP): https://drive.google.com/open?id=0B7fULGRONJ7dNldqVHVRQVhRSGc
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After quite a few hours, Hostile Waters has been salvaged, and the work now resumes on bringing it back. BIG thanks to Jonwil for the help he provided in solving this, without him, I would have cancelled the project.
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Hostile Waters progress on hold for a while until the level edit file can be restored, since the main file and all backups have magically been broken as of 3.1.0.0, for unknown reasons.
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Finally had a moment to resume work on the Hostile Waters revamp, here is one of the two new naval landing spots (iceberg top not finished):
This is also the general art direction for all things industrial on the map (including the new "land route").
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Looking good!
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I'm more of a functionality person. You don't really take a screenshot from a non-rendered 3DS viewport for the graphics.
In this particular case you can expect a Naval Transport to properly eject passengers onto the flatform, no getting stuck issues on anything, and because of the square angles the transport won't unexpectedly bounce off the platform or correct itself to align with a specific angle (unless of course you rammed a corner at full speed, in which case you probably shouldn't drive a vehicle IRL either).
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I'm assuming that's gonna have an elevator/lift?
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I have attained a monopoly on APB resources. AND I'M NOT SHARING!
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Here is a sample texture. For those interested, the new details are added in GIMP using a combination of different tools and hand drawing.
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Cool.
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Ooh, pretty. Must. Have. Crystals. Naow!
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Officially cancelling Frostburn Cove, most assets will be used to spice up the upcoming Hostile Waters overhaul. One asset has become obsolete, the lava, so I'm sharing it here if anyone wants to see how it was created. A note to W3D developers: Consider solving the inconsistency between rendering in W3D viewer versus the actual W3D engine.
https://drive.google.com/open?id=0B7fULGRONJ7dbTg1VUl5UmdERTA
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Currently trying to figure out when I can invest time into my upcoming APB level contribution. I still hope to get it done before 2019!
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It would have been easier for me to push out frequent updates if the general interest in the game was higher. Besides, 'Siege' wasn't particularly well received, and coupled with a lack of general feedback it has been difficult for me to really get any idea of what the remaining playerbase wants to see. It's sort of like trying to aim on target with the lights out. Nonetheless, I still intend to wrap up what I promised.
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I do see your point. I'm open to ideas you may have or if you have the links to any websites we should aim to get onto for community interest. I'll do what I can to help you in feedback and updates.
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I opted to keep out of what W3DHub should or should not do, due to me having an unpopular opinion. I'm just here to try and stick to a promise that I made.
But what I meant to say was, I'd be more motivated to reserve the required time for this project, if the player interest was larger.