News
June Media Release
June 8, 2008 | by
As we move towards the summer months (and some decent weather at last) we bring you our monthly media update to show you what we have been up to lately. It has been busy recently with several members taking some time off for real life but even so we have a lot to show you.
Character Update
Following on from last month when we showed you the start of the character development, we can now show you the completed model with different accessories.![]()
As well as creating the first full character model Loebedoe has been working on the skeleton and weighting of the characters this month.![]()
The UT3 skeleton that is used for the default models is unfortunately too large for our character as we are working on maintaining the 1:1 measurements relative to TO. This means every bone in the body had to be rescaled individually.
The next step in the process is to weight the model correctly. Weighting the model attaches areas of the model to the different bones to make sure that the mesh will bend nicely and in the right places so that when we start to animate the model will deform correctly and look natural.
This is a close up of the models faces. They are scary guys already.![]()
Weapon Update
This month we have two new weapons to show you. At one extreme we have the SR-25 Sniper Rifle created by ElShotte who joined our team recently.![]()
And then something a little smaller but still perfectly formed is the Glock 18. GuyB has been working on this one. It just needs a few tweaks and a great texture and it will be ready for the game.![]()
This is our first melee weapon the Hatchet also modeled by ElShotte. We could have made this model beautifully crafted, but we had to make the decision not to put too much detail into the model because this weapon will be throwable (just think this is the terrorist equivalent of the Ka-Bar)![]()
Level Update
We have told you enough about the maps lately so here is a bit more about what we are going to be putting into the maps. All of these items are made from scratch and are the second part of creating an awesome map. Once the geometry has been designed the levels are then filled out with models. Igi did a great job of the giant mosque that will be the new centrepiece in our version of Blister, we told you there was going to be some creativity going on...![]()
Here is a W.I.P of an arched bridge modeled by Hupie, which will play a big part in one of STORMs new concepts for Trainstation. The bridge will form part of a much more complex model and its design is based on a very famous landmark in the UK. Trainstations environment is set to look a lot more realistic without affecting the original playing area of the map.![]()
Hud Update
This is the latest update on the graphics for the buy menu. Now the shots we showed you before were a bit basic but we though this time we would give you a bit of bling this month with some updated art. This is the concept art for the style we are aiming at and STORM is currently working with kYo to get the buy menu in the game![]()
Jobs Monthly
Although we have got some more modellers and texturers on board since we last posted we are looking for still more to help speed the process of decking out the levels and creating the all important weapons. If you like the look of what we are doing and you think you have the skills then make sure you take part by hitting the apply button on the left. Tell us about yourself and what you do and the next media release could have your work showcased.
See you on the servers,
Your TO3 Development Team !
Any questions Answered
May 28, 2008 | by
This week we decided to take good care of our community and answer some of the most common questions that are made in our board.
This interview was made to our fellow PR colleague AngryPenguin.
Enjoy the Reading!
syphus
Q: TO3 For someone who hasn't played any of the previous versions can you explain what sets Tactical Ops apart from other first person shooters out there?
A: AP Well the traditional Tactical Ops game play is a fast paced shooter with an arcade feel. We like realism but not if it somehow reduces the feeling of good, proper gameplay that the previous versions of Tactical Ops is known for.
Q: TO3 What steps have been taken in order to maintain the original aspects of the game?
(Map sizing, character movement etc.)
A: AP First we decided to do some remakes of old maps.
Our mapping team painstakingly remade the geometry by working out the number of unreal units from the original AoT maps and converting the unreal units into the UT3 engine, making our geometry 1:1 with the original AoT maps
We are also going to do a lot of testing with player speed and movement to make sure that it is very similar to the old game. We want to try and get rid of the floating feeling that comes from Unreal Tournament so all of the movement is being overhauled.
Q: TO3 What can you tell us about the engine you're using for the game and how is this technology helping you to reach your goal?
A: AP The Unreal 3 Engine is very powerful and we think that there is a lot of potential in it to produce exactly what we want. The level of detail that we can use in our models has increased and we also now have access to a whole lot of effects that will make the game look even better.
for example, in the AoT game, a player was approximately 3,000 polygons, and a weapon around 1,500 polygons. in TO3 the players are 10,000 polygons and a weapon is also 10,000 polygons in 1st person. This improves the visual quality of our models. for players, 3x more polys and weapons 5x.
We are also looking at the new texturing techniques, and planning on using them to our advantage, to make environments as realistic as possible.
Q: TO3 What is the "Intel Make Something Unreal Contest" and why is the team planning on to participate in it?
A: AP It's a contest that was originally made for Unreal Tournament 2004. It is a competition set up to encourage all forms of modding for Unreal tournament by providing a round based competition with big money prizes for top finishers. We have decided to enter the recently announced Make Something Unreal Contest for UT3 and are hoping that we will do well. The top prize is a full Unreal Licence and that is a very good incentive for us. It helps keep our motivation high and helps us work a bit harder in order to improve the quality of our project and game.
Q: TO3 The first version of Tactical Ops went to retail, do you plan to do the same?
A: AP Right now we are heading for a release as a free mod for Unreal Tournament 3. We have no plans to go retail at this stage.
Q: TO3 Is it in the plans to port TO3 over to the Play Station 3, and if not would you consider it once the game is released?
A: AP We would certainly like to do this and barring any unexpected technical issues we are 95% sure that we will be able to do this when the mod is completed. It is certainly not too much work to port the game over once the main content has been created. The unreal engine is designed to support consoles.
TO3 Thanks for your time AP
APYour welcome
See you on the servers,
Your TO3 Development Team !
Spotlight on Mapping!
May 10, 2008 | by
This week we take a closer look at what the mapping team has been up to. Here is a quick update from the TO3 team's lead mapper:
"The mapping team has gone through many refinements over the last few months. The system for designing maps has been streamlined and we as a team feel that the mapping projects are accelerating each week towards completion. The TO3 team have tested each map for accuracy in scale and feel. You should "feel" these results immediately when you first play the game. All map projects have been approved using this scaling as well as approving new themes for your favorite maps. Basically, the Level Designers are just adding their textures and meshes. Then we will prepare for lighting, atmosphere and testing for bugs."
-Calichusetts
Here are some progress reports from several of the major projects under way:
Complex
Authored by Calichusetts
Texture Artist: Skull
Modeler: Couch
The map is making major progress. For those who played the beta versions of TOC, you know this is a fast map. For those who haven't, don't worry, there have been so many changes and "face lifts" that its like a whole new map! This map will place players in the middle of the Appalachian Mountain Range. Here, terrorists are trying to infiltrate a top secret government building. United States special forces are their to eliminate the threat "at all costs."
Be prepared for fast and close combat anywhere inside the building. I made sure there are at least three points of access in any room so no where is safe for too long. If there was a motto here, it would be "control the roof, control the game." Now the roof is no easy task to maintain, all sides are open to nade attacks and two rooms on either end will have you guessing where your enemy will emerge. Good luck and see you in my sights!
Rapidwaters
Authored by: Janis 'Flux' Bode
Recreated by Laky
Modeler: Jonathan
Texture Artist: Jonathan
The latest remake of one of the most famous TO maps is well under way. With a dank and moldy atmosphere the map has as eerily quiet feel. The setting is Hoover Dam on the border between the U.S. states of Arizona and Nevada. The historic monument is now deserted but for a few unfortunate tourists taken hostage by a radical group threatening to destroy the dam. Fearing the worst, a team of Navy Seals has been dispatched to infiltrate and secure the site. The goal of this map is lightning fast game play in a compact but highly detailed environment.
Trooper
Authored by: Peter 'Andirez' Andries
Recreated by Venom
Venom is hard at work creating a new "feel" for Trooper, the map will be loaded with atmosphere and detail, all of this without changing the famous Trooper game play we've all become accustomed to. The spirit of Trooper will remain well preserved in this remake of a classic. Trooper will take on a new theme as an isolated prison located on an Island, where only the most despicable of Terrorist are kept, Special forces are busy trying to hold back the escaped Terrorists and getting the reinforcements they need to prevent the prison uprising.
Train Station
Authored by: Janis 'Flux' Bode
Recreated by STORM
Modeler: Andy2Dandy
Texture Artist: Andy2Dandy
Trainstation is one of the oldest and most popular maps in tactical ops, which is being lovingly recreated by STORM.
The map will be oozing with atmosphere as special forces try to regain control of the trainstation and bring the hostages to safety.
The detailed environment will see a magical blend between its original design and some interesting new concepts, which has all been achieved without making any changes to the layout we are all accustomed to.
Prepare yourself for some intense moonlit action from this old favorite.
Blister
Authored by: T.L. 'Ganjaman' Scheffer
Recreated by Teifi
Modeler: Igi
Texture Artist: Lone
One of the most classic tactical ops maps returns to us with an array of changes that remain loyal to the original design. Blister, an all-time favorite, is eagerly being transformed by AoT mapper Teifi, from the plain original feel - to the realistic outskirts of an Arabic city, whilst all the time remaining true to the layout. The design will make players feel like they are actually in the Middle East, rather than in an exit less arena. With the new astounding eye-candy and map theme, this time-proven map will bring an astounding mix between realism and game play.
_____________________________
Welcome to the latest TO3 trial team members:
Couch - Environmental modeler - May 5, 2008
Bitmap - Modeler - May 04, 2008
Syphus - Public Relations (Spanish & Portuguese) - April 28, 2008
See you on the servers,
Your TO3 Development Team !
May Media Release
April 27, 2008 | by
So it is that time in the month once again where we tempt you with our media offerings to give you an idea of what we have been doing and how we are progressing. Who said we do not give you anything?
New Maps!!!
We are announcing that Trainstation will be part of our first release!
This is a great compilation of shots from the one and only Trainstation which Storm is working on along with Andy2Dandy.
As you can see, the map is coming along great now and all of the basic geometry is complete.
The next stage will be putting objects in to the level and of course adding textures and lighting.
There are some surprises in store from this old map so that is definitely something to look forward to! ![]()
We are announcing that Trooper will also be part of our first release! (oh we spoil you!)
We are in the process of lovingly remaking Trooper. Well how could we not? Venom has been hard at work, making sure Trooper is 1:1 with its original.
These shots are early stuff and we havnt added the lighting (like you see in Trainstation) to make it look really sweet, but it shows you we are not just teasing you (or are we? ;) ).![]()
Rapid Waters Update
We told you a couple of weeks back that Jonathan was working on making new models for Rapidwaters and here are just a couple of the things that he has been doing. This is a generator which is part of our policy of trying to replace some of the wooden crates that fill the levels of TO.![]()
This is a water tank also for Rapidwaters, and the TO3 team think this looks brilliant!. This is a great example of how a texture can really make a model.![]()
Character Update
We have also decided to spoil you this month by showing you a small taste of one of the player models in its early stages. You would have to agree that even this untextured, low poly version is impressive to say the least, this particular character has been created by Loebedoe. The models ingame will look as detailed as this, but with textures on it, we are sure it will look alot better!.![]()
Weapon Update
When we released the shots of the AK last month some people asked for wireframe renders, so here you go - It gives you a good idea of the base detail that goes into the weapons. On top of this the texture will then give the fine detail.![]()
We Want You!
We are still looking for more people to join the team as we are keen to speed up our progress even more. Currently we want Modellers and Texture Artists of all sorts, be it organics or weapons.
So if you think that you have the necessary skills, then please put in an application.
Remember to include some samples of your work and put a bit in about yourself when you apply as it gives us a much better idea of who you are and what you can do.
As a minimum requirement, we will reject all applicants who do not show samples and anyone who does not use MSN (its how we communicate with each other on a daily basis).
If you aren't a professional programmer or an artistic genius then you can still help us, we want TO3 to be as big as possible so spread the word, drag your mates into the forums and get them to say hello, start a leaflet campaign in your town and petition your local government for a special TO3 day. The more people we have the more fun we can have!
See you on the servers,
Your TO3 Development Team !