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Re: Dark Ambiences
Friday, April 29, 2011 - 10:10

I'm using these in my Glest mod.  They're sound effects for a shadow mage.

Re: Ghost
Friday, April 29, 2011 - 10:10

I'm using this for my Glest mod.  It's the sound of a magical portal opening.

Re: Averguard Keep Quest Chain
Sunday, April 24, 2011 - 13:04

Ahh... I tend to ignore the books now that I've seen them all multiple times.  That probably would have been more obvious to a new player.  Aside from that minor hang-up, the quest chain went flawlessly.  I did have to resist the temptation to just teleport across the locked door, though. :)

Re: Averguard Keep Quest Chain
Saturday, April 23, 2011 - 15:03

I'm getting stuck at the second part.  I killed the goblin and got my reward, then the scribe tells me to go get the emblem, but I can't seem to find it anywhere.  As far as I can tell, I've killed all of the bosses and ransacked all the crates/chests/graves, but still nothing.

Re: Join the Art Sprint for Tempest in the Aether on the ...
Friday, April 15, 2011 - 14:22

Either way, we get some new steampunk artwork, and there's never enough of that. ;D

Re: Vendor ready for testing
Tuesday, March 15, 2011 - 21:35

My experience with dungeon crawlers where you have very limited inventory space is that I get dragged into a constant game of "should I swap this item with the one that just dropped?"  I think that not being able to sell anything would actually be very freeing for me as a player.  Instead of having to manage a vast inventory of vendor trash, I'd just pick up whatever seems like it might be useful later, and leave everything else on the ground.

Re: Painterly Spell Icons part 2
Friday, March 11, 2011 - 17:35

Just to let you know, I'm using some of your icons in my Glest mod: http://www.moddb.com/mods/project-green/images/starting-out-magic (properly credited, of course).

Re: Low-poly spider (Glest)
Thursday, March 10, 2011 - 03:57

I don't quite understand your question.

Re: Spider Webs
Tuesday, March 8, 2011 - 13:06

It might be interesting to apply a cloth modifier to one of these and let it sway in the breeze a bit.

Re: A motorcycle simulation project
Monday, March 7, 2011 - 12:57

I might have a try at the instrument panel if that's enough to get you started.  What all information would it need to display?  Obviously a speedometer and a fuel gauge, but what else?  Any specifications for polygon count, texture size, etc.?

It might also be worth noting that I've never actually ridden a motorcycle, but I can find plenty of references for how they look.

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