Posts by PhilipK
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ooh some manly love

lol awesome peris-gif

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make good graphics.
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Quote from Bl1tz
Doom 3
I bought it when it came out, played it half way through, got sick of it and stopped playing it. My internet was down yesterday and I was looking through what games I had installed and said "eh why not finish it up"Then I remembered exactly "eh why not"
Doom 3 has the most unfair fights of any FPS ever. 9 out of 10 fights it spawns at least 1 enemy behind you without any indication it's done so. The prime example being that you'll be engaging a somewhat tough enemy in front of you while strafing backwards or sideways and run right into the unfairly spawned guy behind you, resulting in an assrape sandwhich that you can't get out of. It's the definition of frustrating gameplay.
It's a shame the battles are so lame because it excels in almost every other respect. Even the snippets of story you get from the PDAs and what not are pretty well done -- it's a very polished game. Just a damn shame about the combat encounters.
Just finished it too now actually and I gotta say I really agree with what you are saying. Really irritating... I lost count on all times I tried to back into cover and the doorway was blocked by some enemy spawned behind me.
But yeah the story I found nice and as you said if you take the time to read all the extra in the PDA's and on some computer screens it really adds to it.
Another big plus is some of the areas which were extremly good looking. Especially most of the clean labs. Some of the lower grungier parts were quite ugly tho. Looks very polished and believable. Great attention to details in every little bit and I love all the curvyness.
If it wasn't for the repetitive fights and very irritating spawning it could have been a truely awesome game. But I still found it really quite enjoyable.
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Nice article there. This is something I try to think about a lot but sometimes still too little sadly.
I feel this is also something very important for leveldesigners to get right. How they place your stuff in the level is quite critical to whether it'll help creating a convincing environment.
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I really dig the looks. It's more cartoonish but still it sure doesn't lack any detail and the style is well matched.
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looking nice there. an wow.. that floor is really wet.
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oh i heard rumors about this. really awesome! cant wait.
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Nice to see a sp mod. Hope you can pull it off.
Screens look pretty good so far even tho those archs look really lowpoly

Good luck with this one.
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Nice. I do think you should have almost no normal at all on the floors tho. If you would look at such a reflective floor irl it wouldn't be that rough most likely.
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Oh I like those doors.
They do seem very highres but well.. I don't know what they're for so.
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Glad it's still breathing

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Nice one. I have some comments on the normal and spec tho.
I guess what you would want for such a corrugated wall is some more depth.
This one may be a bit overexaggerated and too smooth. That really depends on the type of metal. Adding some bumps and dents into it will also make it a bit more interesting when the lighting hits it as it is now it only has information pretty much in the x-axis for that metal. Just very slightly tho since these things should be subtle ingame mostly. Judging from the diffuse it seems to be built with many plates bolted onto each other. Could be nice to add some of those plate seams in the normal too as well as the bolts, I didn't do that on this one tho...
[Blocked Image: http://philipk.net/other/normalxh6.jpg]
It's nice to see you have a lot of contrast in the specular but I think it would be way too shiny for such a material ingame, especially in HL2 as it's cubemapped (I know you canlower the tint tho in the vmt). But What I did was to lower the overall brightness on the metal part and trying to keep some highlights, plus adding some bottom/top darkness for dirt as well as some subtle outlines for the corrugated details just to help the normal out a bit to show more on the edges.
[Blocked Image: http://philipk.net/other/specdh8.jpg]
The diffuse looks very nice and the render is cool.
I hope I wasn't too picky, and this is just how I would have done it. There's no right or wrong

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The wood fibres all goes the same direction in the window border no matter how the actual lists go. This is something that instantly kills the illusion for me.
Other than that I think the concrete border could need some work to get more integrated with the bricks. And the bricks could use some slight brightness/hue variation even tho the actual brick colour is good.
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Our minimapcore meetup yesterday

[Blocked Image: http://philipk.net/images/core1.JPG]
[Blocked Image: http://philipk.net/images/core2.JPG]
kentaa is regged here but he's too afraid to post. You should encourage him to start posting.
My phone has a shitty cam yes.
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Second what insta said. This is cool and I'll answer those and you feel free to use if you would think it fits. Could try and get some of the programmer people too perhaps
