Source: Nuclear Dawn
Things are going well in the Nuclear Dawn camp and we've recently stepped up a gear with internal playtests now to be held twice weekly in preparation for the coming closed beta. If you've read our FAQ, you'll be aware that we're fully prepared to take advantage of the latest technology the Source engine has to offer if it fits our needs, and the recently introduced Phong shader technology introduced with Half-Life 2: Episode 1 is no exception to the rule, as you can see below: (members of our forums can expect a forum-exclusive video showing the Phong effect in all its glory in the near future)I think I speak for the whole dev team here at Nuclear Dawn when I say there's really no other experience quite like modding. With powerful, free editing tools provided by an increasing number of games companies with their major titles, more than ever modders have the freedom to make almost anything their heart desires. The main stumbling block is the technical know-how required to fully take advantage of this seemingly limitless potential. And it's no secret that really familiarising yourself with the tools of the trade and the game engine you're modding for can take a very long time.It is in this vein that a lot of people contact us for advice on how to get started with modding for Half-Life 2. Whether you're an absolute beginner to modding or you're simply a newcomer to the Source engine in particular, we always recommend that your first port of call should be the Valve Developer Wiki, which houses an indispensable compendium of knowledge from both Valve and experienced modders in the Half-Life 2 community.You can never have too much help, though, which is why we have created the new Focus feature for our forum community. As well as giving those interested an insider's sneak peek at the inner workings of a total conversion mod, Focus enables our fans to see just how much work goes into each aspect of the mod we're all waiting to play.Beginning with the LCM-7 Avenger assault rifle, we will be chronicling a series of assets through their development lifecycles, including weapons, props and map sections. Day by day, step by step, Focus gives you the unique opportunity to follow several of our art assets from their initial conception and design right through to the finalised product. Interested? - well it's your lucky day, the first edition of Focus is already up on our revamped forums! See here for details and be sure to stay tuned for more ND news before the month is out.
Sunday, 22 October 2006