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Project: Singularity Mod Update

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  • #16
    Re: Project: Singularity Mod Update

    (laughs, then loads the forums)
    Ill get on that...

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    • #17
      Re: Project: Singularity Mod Update

      there....other than that, i cant change it with our current forums.
      May have to get the web-guys involved :P

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      • #18
        Re: Project: Singularity Mod Update

        The grenade looks good, but the auto-GL could use some more poly...

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        • #19
          Re: Project: Singularity Mod Update

          Originally posted by =::DesertRat::=
          The grenade looks good, but the auto-GL could use some more poly...
          well actually no it cant - polycount low poly modelling is an art
          besides - it really is about using as little polies as you can - the lower the polies - the larger the range of systems will be able to handle your mod.

          hehehe i aint doin to bad lol the only one complaint and its saying add more polies (as if!!!) - and i still havent put the bumpmap on yet lol!!!!

          although i am sure i just jinxed it lol

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          • #20
            Re: Project: Singularity Mod Update

            lol.....

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            • #21
              Re: Project: Singularity Mod Update

              oh noes not a grenade launcher n00b Tube "R" us

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              • #22
                Re: Project: Singularity Mod Update

                dont worry. Itll be less noobtoobish. (for example, only 12 rounds of ammo, and more ballistic trajectory.)

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                • #23
                  Re: Project: Singularity Mod Update

                  Updated staff list.
                  WE STILL NEED 3D MODELLERS, UVW WRAPPERS AND ANYONE ELSE.

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