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Posts by KungFuSquirrel

  • King Kong Demo

    • KungFuSquirrel
    • October 7, 2005 at 5:19 PM

    http://www.fileshack.com/file.x?fid=7783

    It rocks. I even got my first informative on the Shack for my thoughts on it. http://www.shacknews.com/ja.zz?comments=38989

    Basically, Peter Jackson gets involved in Kong game. He liked Beyond Good and Evil. He hand-picks Michel Ancel & co. to do the game, along with Ubi Montreal. Game is mix of first-person mayhem (as the human) and third person beat-em-up (as Kong). A movie tie-in well worth your time.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • October 7, 2005 at 3:51 PM
    Quote from von*ferret

    wow KFS, i LOVE that theme. What are you basing your ideas off of?

    Mostly on the fly, really. I've seen bits and pieces of stuff here and there that give me ideas, but I haven't found one single inspiration that does it for me. I've pulled some structural bits from doom3, but otherwise just cobbling together stuff I like.

    If you've seen the other two images I've posted (all 3 can be seen here: http://www.button-masher.net/content.php?i=532 ), I started with the second one, but minus the blockier midsection. It was mildly ugly, so I moved on, borrowing the base and widening it out for a new building, the first one shown. I liked the elements on the new building like the smokestacks and the support that wraps over the top, and borrowed those ideas to go back to the first building... when I widened it out, everything fit, and I ended up with what you see there.

    Then I got images of a circular array of that structure, with big spires and stuff... I originally wanted this to serve as the base to a space elevator; whether or not that idea sticks is still up in the air. To save time and keep things consistent, I borrowed that new chunk I added to what is now the second building and, after laying down the basic curve structure for the entire thing, attached it and started building on top of it.

    So that's where stuff came from, but aside of some fleeting glances of inspiration from various sources, it's been mostly on the fly.

    Quote

    Though I'm not so sure about those colors and materials. Stone and wood, or stone and rusty metal? Either way, needs some more color variation imho. The lighting already does a good job at that but it's still too monotone for me.

    No wood or stone here, they're all mostly metallic/plating textures, some with a few bits of concrete at most.

    The color variation should get better when I get some terrain and figure out how to get the content for the terraformed aspect. Idea is to create this bastardized collision of the red grimy martian construction as seen in doom3 and mix it together with actual life... I think when there's more in the scene and the buildings take a secondary position to the terrain/rockwork and foliage, it'll turn out better. There'll be some more/improved lighting variation in the final, too, such as light highlights from all those things you see around the outside, more red warning light things, etc. I may mix up a few textures with more high-tech counterparts, too, and let some grunge maps (decals) do the work, but I haven't seen a whole lot I like for that purpose yet.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • October 7, 2005 at 4:55 AM

    [Blocked Image: http://www.button-masher.net/images/wip/d3_terraform_003.jpg]

    Improved and better shot of the thing I showed before. More detailing work, but mostly texturing. I did brighten it a tad in PS, but only slightly, and the lighting is of course nowhere near final since the full scene hasn't even been constructed yet.

  • Quake 4 site actually updated!

    • KungFuSquirrel
    • October 7, 2005 at 2:46 AM

    just got home; it seems to be working for me in firefox now. woo.

  • Quake 4 site actually updated!

    • KungFuSquirrel
    • October 6, 2005 at 4:53 PM

    aww boo

    Someone else just passed that on, but I'll add myself to the list, too. See if we can't get that fixed... does work in IE, though, but you may have to temporarily allow popups.

    curse you intarweb!

  • Quake 4 site actually updated!

    • KungFuSquirrel
    • October 6, 2005 at 4:28 PM

    pow: http://www.quake4game.com

    A new shot or two, some videos, etc. etc. I think I see some stuff I may have fiddled in

  • Weapon Model

    • KungFuSquirrel
    • October 5, 2005 at 11:26 PM

    the render you have, minus the similarly colored background.

  • Weapon Model

    • KungFuSquirrel
    • October 5, 2005 at 10:19 PM

    Needs a textured render on a dark grey background or something; too easy to get lost in that one.

    Looks quite nice! ...if 'nice' is an appropriate comment for a deadly weapon...

  • Raven hiring Level Designers for unannounced project

    • KungFuSquirrel
    • October 5, 2005 at 4:39 PM
    Quote from skdr

    Actually pretty good bump because you can clearly see for what project they're looking new ppl.New Wolfenstein !

    Well, for when these were posted...

    There are 2 level design openings (on a different unannounced project), some programming, and some art spots available as of recently, though. PM me for more info if you're interested.

  • Zymotic

    • KungFuSquirrel
    • October 4, 2005 at 6:27 PM

    say hi to chris for me.

  • The Weapons of Quake4

    • KungFuSquirrel
    • October 4, 2005 at 4:35 AM

    Hopefully I'll get clearance to show things. Might be interesting with the number of companies involved, outside property, etc. etc. but I'll see what I can manage.

    You'll definitely see my post-release goodies, though got some maps and snazzy mods to make!

  • The Weapons of Quake4

    • KungFuSquirrel
    • October 4, 2005 at 4:24 AM

  • Just signed up

    • KungFuSquirrel
    • September 29, 2005 at 10:26 PM

    I was more referring to the q3 map with the plasma ball shooting phallus aimed at the spread legs of rock, but that also ranks up there. Yipe.

  • Just signed up

    • KungFuSquirrel
    • September 29, 2005 at 9:36 PM

    Levelord has you all beat.

  • Just signed up

    • KungFuSquirrel
    • September 29, 2005 at 2:14 AM

    Second!

    Show us some goods!

  • 3dsmax Grid: Reconfigure to Valve Hammer Editor

    • KungFuSquirrel
    • September 14, 2005 at 2:48 PM
    Quote from |FRITZ|

    its a model.

    Doesn't mean the base dimensions shouldn't fit on a nice grid or have a reasonably placed origin. Especially given HL2's poor editor implementation of models, you need all the alignment help you can get

  • Your Top5 game developers

    • KungFuSquirrel
    • September 13, 2005 at 9:16 PM
    Quote from Kosmo

    Weird how many say exactly the same studios, I think like Epic, id, Valve and Rockstar x are the most popular choises.

    For what it's worth, I despise rockstar.

    some of my favorites (in no particular order):

    Insomniac

    Pandemic

    Relic

    Naughty Dog

    Blizzard

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • September 12, 2005 at 2:33 PM
    Quote from generalvivi

    i keep getting amazed at those buildings you make.... did you texture them yourself?

    why thank you

    All the textures in the scene are stock doom 3 textures. Also, everything so far is 100% brush/patchwork, save for the dude in the corner of this shot for scale. Only custom or modeled content I plan on using is a terrain mesh and some trees/foliage somewhat in the rough style of that palm tree model I did, but I'll need to find someone to texture the latter if that idea carries through.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • September 12, 2005 at 2:04 AM

    [Blocked Image: http://www.button-masher.net/wip/terraforma01.jpg]

    Told mikey I'd show this, though it's nowhere near finished yet... but he disappeared from IRC, so here it is for everyone. New section I started this afternoon for that outdoorsy thing. It's about 4x the size of the other buildings (you can see a piece of one of them borrowed here, heh) and may turn into the anchor/docking station for the space elevator idea.

    Forgive the relative darkness, I was too lazy to re-size the light volumes lighting the rest of the scene, so it's not getting as intense a light on it as the other buildings did in their shots. I'll fix it when I finish this structure.

  • games that seem to make time fly by!

    • KungFuSquirrel
    • September 10, 2005 at 1:46 AM

    Master of Orion/Moo2.

    Alpha Centauri sucked me in, too.

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