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Posts by KungFuSquirrel

  • [TF2] cp_biodome

    • KungFuSquirrel
    • December 6, 2010 at 2:44 AM

    Moved to Work Release, as requested.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • December 4, 2010 at 5:03 AM
    Quote from The Vulture

    Okay, so... better or worse? I always seem to find something to adjust, but I can't work on it the entire night.

    A few absurdly nitpicky thoughts, as this is a neat scene already... As best as you can depending on the setup, I'd match the haze on both planets so they look like you're viewing them through the same atmosphere. Seeing one planet appear darker and more clear than the other gives the impression that they're within the atmosphere. Might not hurt to shrink the smaller one even further; you don't need to go to realistic scale (where it'd be just a tiny speck in the distance), but it might still help to make the sizes a bit more extreme. Maybe shift it more to the left, too?

    I'd also look at the rings. The ring itself is weird; it looks like an additive texture on a ring when it really should be taking light and shadow from the sun and planet, respectively.I'd consider tilting the rings to be non-axial, maybe closely mimicking the rock arch on the right. That also should give you the opportunity to get some light casting on them, then get the rings fading out as they fall in the planet's shadow on the right side.

    http://www.spacetoday.org/images/Saturn ... _07_04.jpg is good reference for the way that the rings interact with the planet lighting-wise.

    Also, I think you absolutely nailed the terrestrial elements at the bottom. But the birds could maybe be re-framed for better effect. Maybe lower to the rocks on the right, maybe flying toward the sun through the gap at the bottom? It's kind of an awkward clump right now and gets in the way of the planets a bit.

    Quote from PogoP

    The second is that post apocalyptic environment. Been adding loads more props and generally making it look more lived in. Still got lots left to do!

    I think your barn and barn texture is letting you down here. The main chunk of the scene is gorgeous, but you've got some really bumpy and rough normals plus not a lot of breakup to the shape. I think a smoother texture with a little more structure on the front could be a real winner. Still, great work; the scene has come a long way already

  • Off Limits Level presentation video

    • KungFuSquirrel
    • November 18, 2010 at 2:49 PM

    Went ahead and moved this to Work Release since you've wrapped it all up.

    Great work, too! I remember seeing your wip screenshots; it's cool to see the finished product. Good luck with the upcoming release!

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • November 18, 2010 at 2:58 AM

    PogoP, that's really coming together. There's not much in the scene, but just the silos, the road, and the meteors are a neat combination.

    My one critique on the meteors would be to line them all up on more similar trajectories... Generally speaking, you're going to see a somewhat unified vector. Look at this time lapse shot of the leonid meteors, where they're actually all originating from roughly the same point in space:

    [Blocked Image: http://www.geekologie.com/2009/11/16/leonid-shower.JPG]

    If you want to get them on different angles for variety, I'd go with the more radial look like in this shot; it looks a little "off" when those three along the top/right appear to be coming from a different location.

  • Anyone donating to Childs Play this year?

    • KungFuSquirrel
    • November 17, 2010 at 12:29 AM

    Thanks for reminding me; I try to donate some stuff to the Omaha Children's Hospital in years I can since I spent some time there as a kid (just for surgery, nothing really bad, but still nice to "give back")

  • ZeniMax Acquires Ex-Starbreeze Founder's Studio Machinegames

    • KungFuSquirrel
    • November 14, 2010 at 3:52 PM
    Quote from Thrik

    Haha, I'd genuinely forgotten there was a Quake 4 and it took me a good minute to remember playing it. What a memorable game.

    It's ok, it took me a bit to remember developing it

    Also, Zenimax is really building an impressive stable. Who could have seen that coming a year or two ago?

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • November 9, 2010 at 8:10 PM

    3dnj: I was never a fan of the Egypt set, but I really like what you've done with it here. Nice work!

    Falc: What terrain generator, if I may ask?

  • [TF2] 3Dnj's artpass contest thread

    • KungFuSquirrel
    • October 22, 2010 at 12:23 AM

    Awesome work, 3dnj! Congrats on the big co-win

  • Alien Swarm - New non-FPS Valve game out Monday!

    • KungFuSquirrel
    • July 20, 2010 at 7:52 PM

    Once the team is hired and integrated into the studio, it becomes a Valve product, even if the idea came from outside the company. TFC, TF2, Portal, and Alien Swarm would not and could not exist as they do now without the resources Valve provided. It's a team effort out there

    I enjoyed the round I played last night. It's not as high production value as Valve's other games, but it's also a smaller free effort. They could have easily sold this for $20 if they wanted. Even with the "lower" production values, the targeting is crazy slick, and the minimap with the recorded replay at the end of a match (and the ability to draw your plans on it!) is just fantastic. I'm looking forward to building some stuff in this. I kind of wish there were some more variety in the layouts, more choices in one route vs another, but I haven't played the whole campaign yet and there should be plenty of opportunity to explore that in custom layouts.

  • Alien Swarm - New non-FPS Valve game out Monday!

    • KungFuSquirrel
    • July 19, 2010 at 8:46 PM

    Curses! You replied before my second edit

  • Alien Swarm - New non-FPS Valve game out Monday!

    • KungFuSquirrel
    • July 19, 2010 at 8:25 PM

    I don't get the sense that it's random, but rather that you build custom tiles in Hammer, then use the tile editor to stitch them together. Check out this page:

    http://developer.valvesoftware.com/wiki ... and_Themes

    Edit: Man, how awesome is it that you could just create packs of tiles and release those for people to build their own campaigns and stuff. I'm gonna love the hell out of this, I think.

    Edit 2: Hmm, looks like I mis-read that and it does do the generation in TileGen. Looks like you can tag your different links to help nudge things in the right direction. Neat.

  • Alien Swarm - New non-FPS Valve game out Monday!

    • KungFuSquirrel
    • July 19, 2010 at 7:20 PM

    Here's the editor they're including: http://developer.valvesoftware.com/wiki/Swarm_TileGen

    Holy shit this is going to be awesome.

  • Nightwatch textures

    • KungFuSquirrel
    • July 13, 2010 at 5:14 AM

    Sorry to resurrect this, but I had a request on Twitter for the .rad files we used... I don't know if I have all of them, but I found this set from Adam, ferret, and BadMofo. Will add this to the first post for anyone stumbling upon them.

    http://www.filefront.com/17048783/rad.rar

  • [UDK] Brush builder problem - [solved]

    • KungFuSquirrel
    • June 29, 2010 at 4:14 PM

    Ah, yeah, I was just going to guess that that might have been the problem. I think that's still toggled with the ~ key; maybe you bumped it by mistake. It's amazingly useful on meshes... but not so good on brushes

  • zomg KungFuSquirrel has a bday

    • KungFuSquirrel
    • June 28, 2010 at 11:35 PM

    I hate you all.

  • [UDK] Oil Field

    • KungFuSquirrel
    • June 27, 2010 at 8:40 PM

    I remember the first version of this you posted way back; this is a really impressive improvement. Seeing it in motion is fantastic; I love how much life is actually in the scene. Well done!

  • RAGE

    • KungFuSquirrel
    • June 17, 2010 at 4:02 AM

    Also, Willits confirmed the PC version will ship with the editor. Awesome.

  • Portal 2

    • KungFuSquirrel
    • June 15, 2010 at 10:13 PM

    The important part he mentioned is Steam/Steamcloud integration... Which may mean a link to your PC Steam account, cross-platform play, cross-platform saves(?)... he talked about treating it more as a service... now there's three potentially linked platforms under the Steam banner. Interested to see what that actually means.

  • Koth_DisneyWorld

    • KungFuSquirrel
    • June 15, 2010 at 3:29 AM

    Seconding the warning from Mino, we don't care about your baggage from other sites, and bringing it here again won't go well. Keep it civil.

  • SimonOC / Sock Photo Thread

    • KungFuSquirrel
    • June 13, 2010 at 1:30 AM

    These galleries are really great. Matt (Lunaran) was just recommending them to me the other day. Makes me want to build cathedrals!

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