Dark Tunnels

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java.x.beast
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Re: Dark Tunnels

Postby java.x.beast » October 20th, 2011, 4:57 pm

I hate Blender, but I'll try it anyways! Thanks for the help Arc.

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Re: Dark Tunnels

Postby arcones » October 20th, 2011, 5:25 pm

Your welcome mate. Just as a test, make the map and import it to Blender using the process above. Don't worry about texturing or anything like that, and try importing it to Unity. It's easy ;D
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Re: Dark Tunnels

Postby java.x.beast » October 20th, 2011, 6:18 pm

Just a question, would I have to texture it in Blender? Or would it remain untextured? Thanks in advance!

-Java

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Re: Dark Tunnels

Postby chocolatepie33 » October 20th, 2011, 7:01 pm

I think you would have to texture it for Unity export, but the model is imported with PAS's textures, so I'm not quite sure on everything.

Anyways:




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Re: Dark Tunnels

Postby arcones » October 27th, 2011, 6:04 pm

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Re: Dark Tunnels

Postby arcones » November 1st, 2011, 2:25 pm

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Re: Dark Tunnels

Postby InHumanUnit » November 3rd, 2011, 7:32 pm

Kewl, but cannit it get more views then...HALO:Reach?!?!
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Re: Dark Tunnels

Postby arcones » November 3rd, 2011, 7:46 pm

Not really relevant... DT is the most viewed active game topic on this forum. I think that's pretty good :D
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Re: Dark Tunnels

Postby InHumanUnit » November 5th, 2011, 8:11 am

I know, I was just making a joke...LIKE A BOSS.
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XEON BOX GAMES - XBG is a blast from the past of a pirate mast to a cars thats fast.
You dare challenge me to Halo:Reach? You must die!

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Re: Dark Tunnels

Postby arcones » November 14th, 2011, 12:25 pm

Hey guys, sorry for no real updates for the past month. Most likely there won't be an update this month (unless I somehow find assets that I was supposed to have two months ago). Anyway, I will try really hard to get some sort of playable map out by Christmas time (after all, it's Christmas, and therefore my present to you guys) and possibly if I get a chance to study RPG coding, a small demo of sorts.
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