Sorry i don't answer by PM , Norc-Jfk, but u rarely remember to check ur BC PMs... ;)
And sorry if I repeat things in the thread, as I haven't read it.. So you can collect thenumber of votes per "feature" (I always that sentence of "it's not a bug, it's a feature!")
- loved the bullets spots in the wall...very realistic too (Halo stuff? good job..) yet though a more advanced demo should make the difference between bullet hole in wall (cement based) and the ones on metal.
- the weapon/hand movement, as in the chateau whatever-the-french-word ;) , a bit to non-gravity like...
there's some of this too on the camera rotation..there you have to avoid that last inertia when ending the rotation...
-the jump. Is non natural. Is like go up, down. A jump is quicker, as different moments and a bounce when fall at floor. A bit of camera shake.
Look at Ut2k3 or 2k4...
-the scientist model at the intro...I don't really like segmented arms... his hands, being in close shot, shout have fingers, and a load of more work, animate em manipulatinmg the stuff... As well as arms keep a bit like floating, un-naturally separated from torso...
Also body and arms a bit less...bulged...
the ant is asking for a texture or darker colour, unless my monitor is playing me a bad joke when I put top high the gamma to see...I have it always in "darkness"
It'd be great to replace lightmap for one that has not the light once u shot at it, but that'd be asking too much (heh, doing one new rendering per switched off lamp...)
the soldier animation...I'd make it a bit more natural, energetic...
I liked the textures, garage metal door, boxes, etc.
I agree water looks very cool.
I liked the general feeling of th eweapons/shooting. think about making the mouse wheel change the weapon, if that's possible in Blitz3d.
Yet though you really need a better free sound for weapon firing unloaded. I can easily find u a free one if u want.
In general, I liked it a lot.
Just thought I could write here some of what i could think of to improve.
And sorry if I repeat things in the thread, as I haven't read it.. So you can collect thenumber of votes per "feature" (I always that sentence of "it's not a bug, it's a feature!")
- loved the bullets spots in the wall...very realistic too (Halo stuff? good job..) yet though a more advanced demo should make the difference between bullet hole in wall (cement based) and the ones on metal.
- the weapon/hand movement, as in the chateau whatever-the-french-word ;) , a bit to non-gravity like...
there's some of this too on the camera rotation..there you have to avoid that last inertia when ending the rotation...
-the jump. Is non natural. Is like go up, down. A jump is quicker, as different moments and a bounce when fall at floor. A bit of camera shake.
Look at Ut2k3 or 2k4...
-the scientist model at the intro...I don't really like segmented arms... his hands, being in close shot, shout have fingers, and a load of more work, animate em manipulatinmg the stuff... As well as arms keep a bit like floating, un-naturally separated from torso...
Also body and arms a bit less...bulged...
the ant is asking for a texture or darker colour, unless my monitor is playing me a bad joke when I put top high the gamma to see...I have it always in "darkness"
It'd be great to replace lightmap for one that has not the light once u shot at it, but that'd be asking too much (heh, doing one new rendering per switched off lamp...)
the soldier animation...I'd make it a bit more natural, energetic...
I liked the textures, garage metal door, boxes, etc.
I agree water looks very cool.
I liked the general feeling of th eweapons/shooting. think about making the mouse wheel change the weapon, if that's possible in Blitz3d.
Yet though you really need a better free sound for weapon firing unloaded. I can easily find u a free one if u want.
In general, I liked it a lot.
Just thought I could write here some of what i could think of to improve.