11/11/2022 0 Comments Moh warfighter weaponsImport both wdr and wtd files into weapons.img(in cdimages folder in your gta iv directory) Specular maps and normal maps.Ĭons? The texture for the lense on the little sight on top of the acog is missing, but it doesnt affect much because its small and you probably wont even going to notice it much anyway. Pros? Highly detailed, with attachments. me(AlphaWolf or AlphaWolf003) for converting the models, putting all the textures together and blablabla you know the rest Ubisoft for the acog lense texture from Far Cry 3 Its on, I used gfscape to extract the file. OneTouch for sharing MoH Warfighter weapon sounds He is on facepunch if you want to know more Dawciu15 for sharing his model/textures EA and its studio for the model/textures/sound I decided to convert this baby, she looks beauty to me. The font is rendered as a hand-made distressed typeface - easily legible but reflecting the personal touches of our gritty soldier.It's been awhile since my last upload, I was being lazy with all the school stuff, anyway, I just found a bunch of Medal of Honor Warfighter weapon models today so This helps us fashion a very personal menu system that reflects the journey and re- sourcefulness of our hero. Items are scratched and scribbled onto distressed materials our soldier would use, including military manual pages, leather book covers and simple industrial surfaces he may come across. The rugged and industrial font choice focuses on legibility first and foremost, reflecting the no frills attitude of our tough-as-nails hero.ĭesign 02: The menu system has a hand-crafted aesthetic, inspired by the journal title sequence in Se7en. Regardless, they provide an interesting variation to the package.ĭesign 01: Each screen is custom designed to the ridges, curves, blocks and rivets of the metal, seeking to accommodate the respective information of the content. When all selections are made we push back to the window, where the first shot is fired.ĭuring the first design submission - before the narrative-based menu system - the team explored a couple flat menu styles that the client hated. This drives the narrative: a soldier getting ready for the fight of his life. Our weapon, ready to go, is assembled piece by piece as we navigate the menu. Starting on an intense view of an assault out a window, we pull back into our current shelter. Everything is happening all at once, and its only in these moments where the gamer makes their selection that we slow down - their ‘training’ as the warrior makes time nearly freeze as choices are made. They applied this technique to the scene in selection moments to establish a hypnotic visual that both mesmerizes the gamer while controlling the pulse of his/her actions. There is something incredibly beautiful about high frame rate cinematography, especially when applied to objects deconstructing or, in this case, being destroyed. By moving between Point-of-View to Macro shots of a weapon being assembled they created atmosphere, depth and a tension that is usually reserved for in-game cinematic and game- play. They felt a narrative approach would grasp the gamer from the start, pulling them into a world instantly instead of keeping them at arms length till the game begins. For the player-select screens, they took the traditional menu system that gamers have been accustomed to and challenged themselves to create something more cinematic.
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