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Enduar

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Enduar last won the day on July 27 2015

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About Enduar

  • Birthday 02/08/1990

Member Title

  • TSR Team Member

Profile Information

  • Ingame Username
    Enduar
  • Gender
    Male
  • Location
    Texas
  • Interests
    Art. Music. Writing. Game Design. Professional Lurker.

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  1. I figured a freeware solution would probably pop up for it. At any rate I've been toying with Blender now, but it would be nice to grab that hover fortress design and fix it up to export it. (it's probably got a ton of extraneous geometry floating around inside of it)
  2. Last I checked the free version couldn't do the proper format, I thought.
  3. Seconding the fact that google sketchup is fun. Now if only I had done this is a program that can actually export to useful formats in its free form.
  4. For the record, the idea of power armor in Tiberian Sun/Firestorm is so normalized it's hardly worth the debate. Nod has fully cybernetic soldiers thanks to their advanced tech and even though GDI tends to lag behind on man-machine interfacing like that, the advent of the Wolverine is their (rather large) response to that threat- However... The Wolverine is so large it's counted as a vehicle, and it's reasonable to assume the pilot rides inside the torso rather than having externally worn servos that articulate the pilot's own movements. The Disc Thrower, however, has a mechanically assisted throwing arm, and it's reasonable to assume many other units could and would benefit from similar tech. If GDI's second most common unit had a partial powered exoskeleton, I'd put money on seeing a near-commando variant that had something much more shiny. The Ghost Stalker always felt, lore-wise, like a convenient and powerful recruit- but only that, and not exactly representative of what a GDI Commando of the era would really be like. Even more so considering the unreliable nature of ongoing mutant/Forgotten diplomacy.
  5. I work as a Stage Hand for IATSE and do a lot of random shit. The job is never the same twice, really, so it doesn't bore me to death like the warehouse job I used to have, and I also get to see a lot of famous people (who I never know, so I don't recognize they're famous). I got to meet the Mythbusters, so that was cool. Alternatively, Kpop bands have found a way to fully weaponize the screams of teenage girls, and it's deadly even in the relative audial-safety of backstage.
  6. Christ, I only knew of "put a donk on it" because of Space Station 13 and me and my friends had always wanted to know where the hell the soundbite that plays on server start came from. I could post my own music since it's all electronic, I've never tried to fit any of it into any particular genre though. Instead I'll just post some Justice:
  7. I made it up. Been using it for 15 years. I keep using it because it's simple and apparently fairly unique.
  8. Alright, I might have to hop into this one next time. Unreal would be a good nostalgia trip. I think my favorite Unreal was the one where each playable race gave minor tweaks to all the different weapons (and there was 3-4 of each race to choose from).
  9. There's a lot of wolves around these parts. And Angels. Whatever happened to Razor anyway?
  10. UE4, in my case at least, is simple enough to work with. You can pay the 20 dollars for the engine subscription and then unsub- They can't exactly keep you from using what you've already downloaded, you only have to pay again once you want to update to the latest release. It would just start to add up if you get a larger team- Since I'm essentially on my own it's not so much of an issue.
  11. My thoughts exactly. I've spent the last couple of years poking around the different engines and have seen a lot of work, and talked to a lot of people who've worked them. W3D, Source, Cryengine, UDK, Unity, ARMA, etc. All of the modern engines have their own individual selling points. UDK is probably the best bet for a large community and a wealth of material, but now it is past its time. Cryengine is attractive for it's graphics and sheer power. Unity seemed to be one of the more user-friendly ones, kind of a mid-grade that found a good balance in capabilities. UDK will still see use for a while, but with UE4's release and continued development it is seeing the same community-driven atmosphere being pushed with everything they've got- the creators are well aware of what made UDK successful and are milking it for everything it's worth. When deciding what engine I'd be most likely to choose it came down to a choice between Unity, CryEngine, and UE4 and I ultimately decided on the latter because of the likelyhood that it will be extremely mutable in what it's able to accomplish (Blueprint system in particular looks excellent for projects like these with shared traits and mostly aesthetic variation). If you're going to make the switch then there's no point in not going with something that will define the next generation, not be made obsolete by it. That said, W3D is well invested into at this point. At some point there will be a time where everyone here can say they've done all they want to do with it and smash a bottle over her bow and push her out to sea, but the change beyond that isn't something to be taken lightly. The question is, what is the ultimate goal of each individual project and the intended gain by those making it. W3D won't necessarily be a high point on a resume, but as far as a intense hobby and something to pour your soul into... Well it's already proven that aspect beyond expectation at this point.
  12. Tib Sun is one of the most atmospheric games I've ever played which is bizarre looking back on, because of all genres RTS is probably the most difficult to establish a lasting, impacting atmosphere due to the player's detached perspective/presence- Part of the reason I've always pressured the makers of Reborn to consider a singleplayer portion exploring the desolate world through the eyes of an individual. That concept becomes much more terrifying and real when you consider the fact that creatures like the Tiberium Fiend were roughly the size of a tank and were, to an individual soldier, an impossibly dangerous nightmare. I spent a year or so writing up a pitch for a singleplayer campaign set in the Tib Sun/Firestorm setting following the story of a Nod soldier who undergoes repeated cybernetic ressurections over the course of the campaign, losing his humanity, focusing on stealth and environmental survival mechanics. The idea wouldn't pan out well in W3D well I think, so I moved on trying to pitch it to other projects.
  13. I really doubt alterable terrain is remotely within the realm of possibility in W3D.
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