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  3. Kedhrin

Posts by Kedhrin

  • [Nexuiz]: Sci-Fi Facility

    • Kedhrin
    • December 29, 2012 at 11:34 PM

    Definitely the 100% solids use sets CryENGINE 3's potential back a bit but its understandable with the lack of props.

    uv tiling textures on solids looks like it would be an absolute nightmare D:

    its just hard to give too much feedback here because the low fidelity of the world... do you have this on workshop?

  • [2D] Texture work

    • Kedhrin
    • December 22, 2012 at 9:47 PM

    ive been using a lot of gametexture.com textures for a prototype i'm working on right now.... most do seem to have tiling problems. The hand scuplted ones are fantastic, but still do have a very "hand made" feel to them vs. a photo referenced bombed traditional texture. The main thing i love about them is the great normal detail.

    ** you guys do need a serious texture nazi on your tiling though. Its really bad on most textures. Some textures are also just too dark. There should be more guidelines for luminance of a texture and trying to make things look more realistic. But at the same time, i think if it's categorized as "stylized" and then having maybe a "tiling rating", it would be fine.

  • Dead B4 Xmas

    • Kedhrin
    • December 21, 2012 at 5:09 PM

    I know its not necessary, but colored lights would sell the christmas vibe more

  • Another Humble Bundle!

    • Kedhrin
    • December 21, 2012 at 4:49 PM

    The indie dev scene really bothers me. I went to the Indiecade party at E3 last year. It was at some couples house... so fucking hipster it made me sick. I went there carrying a case of Natty Light, because PBR was too mainstream. Granted, i had some great talks with some dev guys there... but you know, if you mentioned you were a AAA dev you'd get shunned.

    Eventually the cops got called, so the party was broken up. It was lol.

  • THQ files for bankruptcy

    • Kedhrin
    • December 21, 2012 at 3:16 PM

    Heh when we heard you guys in the UK were working on Homefront 2 we were like for you guys (only because of the state of THQ)...you guys saved our asses on Nexuiz great coding team there.

  • December 21st

    • Kedhrin
    • December 21, 2012 at 5:28 AM

    http://www.worldend.org/2012/clock-countdown.html

    lol "NO COPIES OF THIS IMAGE ALLOWED"

    nice big fat copyright logo too. hahhahaa

  • THQ files for bankruptcy

    • Kedhrin
    • December 21, 2012 at 5:01 AM

    The big thing with the new generation of console isn't the hardware its 100% the business around it.

    If anything, all this stuff with tons of developers leaving AAA and flocking to mobile/social is a blessing. It's making it so old school mentality is moving out so a new generation of developers can move in. We've been experiencing all the benefits of this first hand at IllFonic and I've been in plenty of meetings with publishers, investors, lawyers and agents who all talk about this. Most of the stuff we do is all behind close doors because it's all crazy experimental getting ready for the new generation. The bottom line is, there is going to be lots of money to be made with the new generation. That means the demand for developers is going to skyrocket. All these developers that are leaving AAA are just leaving an opening for the next generation.

    but yes, we signed with THQ right before the uDraw incident happen. We saw THQ crumble before our very eyes very soon after. There are only 2 or 3 people out of maybe 50 people we worked with still at THQ. I used to deal with THQ daily... from their marketing, technical, executive, testing, usability testing, and localization departments... now i only talk to them if i need more Steam Keys. They've either all abandoned ship or got laid off. Luckily, we paid for all of development for Nexuiz so it doesn't affect us. Unfortunately, the fact that we went through 5 marketing directors made the PR and Marketing for Nexuiz fumble into obscurity. The funny thing is, Machinima was the other partner on Nexuiz too (but they're laying off with growing pains, different kind of lay-off). Luckily Nexuiz was a success, so we're able to avoid the collapse of THQ almost entirely... minus a few other "who knows" that we still don't even know.

    We could tell immediately what was wrong with it. The biggest problem with console development (on the business side) is dealing with policies that are from like 2005 and shit. It's terrible. XBLA games cannot be marketing or treated like box games because of they who cannot be named wont go against policies erected years ago. The new consoles, and a new way of thinking, is needed. The cost of games, the time it takes to make them, the costs of hardware, etc. isn't going to really matter. The consumer demand will be there, so the money will definitely be there. It's just bad practices in bureaucracy. And yes, most of that comes from producers. The wave of "Scrum" bullshit put a bunch of talentless asshats in charge of many studios that don't know dick about another persons job.

  • THQ files for bankruptcy

    • Kedhrin
    • December 20, 2012 at 12:09 AM
    Quote from Mazy

    Fucking hell, not surprising but very depressing indeed. The big games biz is bleeding so bad right now, and a new generation won't make it any better.

    This isn't really true... We need a new generation really bad. This prolonged console cycle is what is hurting AAA very bad. There's just too many things wrong with it on the business, bureaucratic and technical front. A new console is going to do wonders. I cannot wait and we've stopped all focus on current gen because of it.

    It's really just weeding out old theories and old mentalities of thinking... which is a great thing, yet sad thing at the same time for those caught in the crossfire.

    Also, as far as THQ is concerned, i wonder if we're going to get anymore royalty checks lawl

  • Awesome looking games that have never seen the light of day

    • Kedhrin
    • December 17, 2012 at 7:44 PM

    http://www.dungeonkeeper3.com/

    :( :( :( :( :( :( :( :( :(

  • Awesome looking games that have never seen the light of day

    • Kedhrin
    • December 17, 2012 at 7:42 PM

    yeah that last one has me fapfapfapfap

  • Planetside 2

    • Kedhrin
    • December 17, 2012 at 6:33 AM

    If any of you are playing planetside 2 add me - Kedhrin

    i really really really enjoy it.

  • Layoffs at Frontier Developments (UK) and Machinima

    • Kedhrin
    • December 17, 2012 at 3:02 AM

    lol insta drunk?

  • ns2_hera WIP

    • Kedhrin
    • December 17, 2012 at 2:46 AM

    Looks cool! i need to play natural selection.

  • Awesome looking games that have never seen the light of day

    • Kedhrin
    • December 17, 2012 at 1:38 AM

    External Content www.youtube.com
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    :/ although i only worked on it for a short period of time... it had a lot of potential.

  • Nexuiz: Gardens of Atavirta

    • Kedhrin
    • December 13, 2012 at 10:40 PM

    Neat use of assets!

    It's always a hard thing to do with these assets as a lot of them were made for very unique instances (not a super modular set).

    i think the vegetation is showing up a bit too dark, this is probably because the sun multiplier is turned to 0.00 in the time of day settings, even turning this up to 0.001 will kick in the vegetation shaders backlighting scaling... should make it appear better. i'd also use some decals to ground things and help with some of the tiling....

    you may want to play with lighting a lot more, you're missing a lot of bells and whistles the engine has to offer

  • SimCity V

    • Kedhrin
    • December 12, 2012 at 9:34 PM

    freaking awesome!

    i was never good at a sim city game... but i think i'll put more thought into this one.

  • Q1 - In the Shadows

    • Kedhrin
    • December 10, 2012 at 8:03 PM

    freaking awesome dude! did you do a light patch with dark places by any chance?

  • dDo is now in open beta. Have fun!

    • Kedhrin
    • November 30, 2012 at 9:56 PM

    not yet, for my initial test i just did a trim set so with very basic shapes so it wasn't necessary. In most cases, pressing the generate button with the presets is really all you need unless you're doing some hero pieces.

    This will definitely be added to my toolset. Even if you're just using it as a post for an already made diffuse texture, its pretty awesome. Looking forward to throw money at it.

  • dDo is now in open beta. Have fun!

    • Kedhrin
    • November 30, 2012 at 7:16 PM

    Been playing with dDo a bit...

    the specular and gloss maps it generates are fantastic in CryENGINE 3. I've been making a lot of stuff.

    Some things that bother me, that i'm sure will be ironed out

    Reloading a texture for further tweaks is kinda confusing... unlike nDo2 where you just click a layer and it brings up all the settings, i can't figure out how to do it in dDo

    It will create seams on tiling textures but since its mostly flat shaded they are barely noticeable

    i wish nDo2 was this clean

    the way it defines what resolution is weird. Intsead of telling you a specific resolution... its like "double, tripple" etc. I'd prefer to see exact dimensions when i first started using it, it was outputting 256x256 textures and i couldn't figure out why! lol

    the export is cool but i think that menu could be made a lot more simple, seems like most of those options could be hidden in an advanced tab and sharpen taken off by default

    all in all, really neat stuff. I can definitely utilize this in my pipeline. Since i'm making a full scale 1x1 mile medieval level all by myself for a prototype, this will save me a lot of time on custom assets.

  • THQ Humble Bundle

    • Kedhrin
    • November 30, 2012 at 6:30 PM

    At this point, all things THQ make me lol

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