LOL yeah... what Bond1 said
@Slayer_2: I don't know for sure about iron sights. They look really goofy in FPSC because theres no camera jiggle or anything like that when you shoot in zoom mode and they interefer with picking up dynamic objects. However, weapons with (IRL) zero-magnification optics like Aimpoint and EOTech will have a semi-iron sight wiew with the irons "co-witnessing" the electronic aiming reference. Sorry, no rocket launchers in this run. I'm thinking about releasing a free RPG after this run is wrapped up.
Quote: "And what is the melee weapons situation looking like? Do the bolts fly back on the guns like the AK?"
I haven't added any new melee things other than an alternative to the punch which is a Dirty Harry-style chop to the jugular. Debating on doing a zombie claws style thing too though not sure if it should be clumbsy and slow or spazzy and full-auto.
I didn't bother animating bolts on the AK. It would be wasted because you don't see that side of the gun when firing.
@Opposing force: I use uncompressed 24bit unless I need alpha, in which case I use uncompressed 32bit. Also, the stuff that Jon mentioned (Thanks Jon!). I'm using 16x anistropic filtering (and no antialiasing) for screenshots and usually turn it down to 2x when FRAPSing but forgot to on those last videos... hence the lagginess.
@tschwarz, Thanks for the support. I can't wait to start working on my own game so that I have an excuse to buy Signs. The little bits of enviroments I've seen from SinniNSouL has me inspired.
@Trinity Pictures: Thanks and I'm flattered but I think lists are a little unneeded. There are a lot of fantastic artists on these boards and I still have a lot of room for improvment, myself.
@Postal: Thanks. Yeah, I have a bit of "reference materials" on hand to help me out
@Duplex: For guns, anywhere between three and four hundred layers on average. PSD files run between 40MB and 170MB.
OK, I think I've answered all the new
relevant comments. There's really not much more to show in terms of HUD weapons. I usually don't do this but here's a render of about 70% of the ammo entities. I don't really have the time to screenshot everything in FPSC but I can say that it all looks pretty nice in-game and there are working shader maps for all of the pick-up ammo and weapon entities.
Larger (1024x768) image atteched to this post for anyone wanting a closer look. There will be two to four ammo items for each weapon representing different quantities of reloads.