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 Post subject: Re: Revival Toolkit: Beta 3
PostPosted: Wed May 26, 2010 3:56 am 
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Joined: Fri Oct 03, 2008 12:07 am
Posts: 33
atrblizzard
Well done!
Why you don't say about this before? I think Daedalus will be happy to include it in the mod files.
atrblizzard wrote:
It uses the custom Bloodlines font as the main menu font

How to enable these fonts?
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UPD:
Don Strudel wrote:
It is possible to use a logo image as title. I've been using it since months.Is it possible to edit that into a mockup of the original Bloodlines menu (the image I posted above)? With the "Vampire: The Masquerade" title logo at the top (from the original game files maybe?), and the "Bloodlines" scrolling in the background (Razdor's included this last bit in his links)? Screenshots?

Image Image

It works only in Orange Box version.
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UPD:
So. Half-Life 2 is officially ported to the Orange Box Engine by Valve.

I guess this means that it is better to make a modification on the orange engine.


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 Post subject: Re: Revival Toolkit: Beta 3
PostPosted: Thu May 27, 2010 1:16 pm 
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Joined: Wed Aug 05, 2009 9:14 am
Posts: 52
There's nothing to worry about. I've already started the project using the Orange Box engine, simply because it's optimised, it support an immersive particle system, higher texture details, shadows and more. The maps are already made for the OB engine. The OB engine supports really big maps (unlike the EP1 engine). Also, the OB engine has a lot of new features and improvements.
I guess there is no use to have two braches of the mod, one is enough in my opinion.

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 Post subject: Re: Revival Toolkit: Beta 3
PostPosted: Thu May 27, 2010 4:29 pm 
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Joined: Fri Oct 03, 2008 12:07 am
Posts: 33
atrblizzard, сan you post some screenshots of your work?


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 Post subject: Re: Revival Toolkit: Beta 3
PostPosted: Thu May 27, 2010 8:41 pm 
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Joined: Wed Aug 05, 2009 9:14 am
Posts: 52
I could upload screenshots of my work, but they are still unpolished (compiled using -fast flag), which results a lower shadow quality on surfaces, lower shadow reflection on models and low cubemap resolution. Also bumpmapping has to be added on the textures (the only ones which really need it in order to look more realistic).
Compiling all the maps which are finished to achieve the final result of best quality requires a bit of time. I will get them polished by the end of the week (hopefully) after that I can upload them. Also there are missing entities which I have to use a work around for having the models included in the map (which will be a regular prop for now on) until an entity is coded.
I might have a little something by the end of the month if all goes well.

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