Let's see, Insurgency 2... If any game deserves the title of CS clone it's this one.
Instead of a posting a very long bullet list of items I don't like about this game
I'll keep it at "Don't like Insurgency's setting", nor it's chunky sizing.
~-~ Back to the topic at hand ~-~
Cool, new Unreal Engine updates. Includes many fixes and additions, new vehicle stuff
AND OBJ support.
Had to do a lot of figuring out how the UE4 fits into modding now you need to get a subscription to use the editor.
Prove thyself and we shall giveth you...UE4 ? We at the darkside got cookies ;p
You also could look at it like this :
Tools cost money, Maya, Motionbuilder, Mudbox, Crazybump, they all cost a bit.
In comparison to the Unity Engine or the beforementioned software, paying 19 for the UE4
isn't that much. Sure, we can make Blender into a mapping tool for UE4, but that won't go
out for free as it's a pretty time consuming task. Who ever said modding had to be 100%
free anyway ?
If you want to make a complete map for Tango Down, you can also get one of our special
Tango Down editions or the Tango Down MDK that includes a licensed copy of the UE editor.
The other option is to work together with our team if you're interested in helping us map/
model. There will be an uploader available soon that can be used to upload game models to
our main content library. To ensure people don't upload content that doesn't belong to
them, all items will be placed in a seperate part of the forum we are launching. We will also
use map threads where the community can put maps together through open contributions
and open collaboration.
*** What parts of Tango Down would you like to see moddable ? ***
In the next post I'll explain how we intend to implement moddable elements and which
elements are actually moddable and how.
Dev updateSeems we overlooked lots of textures last time(understatement), so the master library
(116GB) got thoroughly scraped again for fitting textures, then these get resized to the
power of 2, generate it's normal and specular maps and then sorted into appropriate
directories.... Can haz rope ?
Last time we generated normal and specular maps automatically, this time around we did ALL
14K+ diffuse textures by hand, one by one. Over 42K textures in the new Tango Down library
now *Desk slam* that seriously takes days to import/ make into Uasset. It might be me,
seems like UE4 takes longer than UE3 to compile an asset.
Making materials out of the textures is a time consuming factor atm , so we 'materialize' only
what we use.
- Bomb objective almost implemented, has some rough edges we need to work on but the
base for this gametype is working. Would be cool if the bomb would leave some explosion
impact and physically interact with game models in the near surrounding of the blast.
- Environmental particle effects added, realized that doing themed releases also has another advantage.....
- Busy on UE Blueprint driven menus, still is a bit basic atm but getting there.
- Rewriting official text for Tango Down a bit, still working on it.
- One of the distributors is pushing for boxed editions, they can distribute it much wider that
way. Strange imho, boxing a game that can be downloaded for free.
- AAAAAHHHH someone beat me to the punch with the domain name I intended to use for
our tiny studio. Now I need to do a complete name research on the new one, pfffffff.
Nice 3D 'temple' wall I generated from a 2D image through normal and displacement maps.
If any of the 'paintings' used in the game will look a bit 3D-ish, it's because they actually are.
