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1944 D-Day : Props & Grenades (Forums : Pimpage & Posing : 1944 D-Day : Props & Grenades) Locked
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lono
lono Programmer
Apr 4 2008 Anchor

1944d-day.com

We've been keeping under the radar for the past few months, progress is going really well. So we thought we would showcase some of the texture touchup's we have done in the past 2 months.

Props

Railtrack
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Railway Barriers
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Rail switch
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Rail switch lever
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Water pump
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Milk Churn
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Pylon
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Haywain Cart
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Weapon Touch Up's

M1918A1
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M1A1 Thompson
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Eihandgranate39
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Geballteladung
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M1 Grenade Projection Adaptor
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M15
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M18
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M39
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M9A1 Rifle Grenade
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Mills Bomb
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Mk2A1
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Mk3A1
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We are actively recruiting new developers to help contribute to the core effort of the game. If anyone is interested :

recruit@franticgames.com

Feel free to get in touch and we can talk things through.

Henley
Henley the sun never sets on the eternally cool
Apr 4 2008 Anchor

a surprising amount of detail for things that can always just use textures instead of modeling those pieces.

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lono
lono Programmer
Apr 4 2008 Anchor

Well with the grenades you see them very closely, and it's a required feature by the animators to have the various mechanisms in place so they can hook it upto the games Animation Workflow.

The tracks and other props are 0 LOD's you'll see them from around 5m - 10m away. After that the drop off is pretty quick.

From a performance standpoint it doesn't hurt the game in the slightest, so provided the performance remains the same with these I'm not worried.

leilei
leilei The person who doesn't like anything
Apr 4 2008 Anchor

so, this is like the 5th set of the same items and weapons you have posted. nonetheless these will end up being replaced and shown off again anyway in an endless cycle of "keeping up with technology" considering the ambition of using that horrid reality engine and the like.

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<  insert subject games here  >

lono
lono Programmer
Apr 5 2008 Anchor

2nd time the grenades have been touched up. Cant count how many times the thompson has been done, but it's the poster child for WW2 Game Weapons.

Who says we are keeping up with technology, we have an iterative workflow in place and it works nicely. It means we get our content into the game as quickly as possible and we build upon it.

We've not been on the Reality Engine since late 2005 / early 2006, and unlike others we secured a full refund for the engine license. We've been on the same tech platform for over 18 months now.

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