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  3. Kedhrin

Posts by Kedhrin

  • D-Day 1944: Operation Overlord is looking for animators!

    • Kedhrin
    • December 1, 2005 at 10:32 PM
    Quote from Kosmo

    I think alot of real developers watch what is happening on the mod scene, and the ones that matter ARE actually taking mods seriously, and that is the moving force, we also call gamers. They bring the money, they bring the volume, they are the ones that say what goes and what not. Simple.

    Even when I agree that games have an advantage against mods in that they are products made by companies, companies that have to meet their financial ends to stay floating. BUT, I say this, even when you introduce any kind of sum of money, it doesn't automatically mean that it is anywhere near better than something made without a budget, if you want examples, go and play some of those horrible Terminator 3 games, something you don't want to spend your money nor your time on.

    Mods have the advantage that they don't need to tie their staff under NDAs and they can share their product with the community in early stage of development, game developers like to hire "community heroes" to their teams, they bring publicity, it's social business afterall. Most mod teams have close ties to the community because they can have them. For example, how many developers names do you know from a blockbuster game? Against the possibility of actually personally knowing the name, the place where he lives and maybe even play a game or two against a mod developer.

    you are very wrong,

    in many ways, mod's bring life to games yes, but they don not take them on a professional serious level. The problem with mods is that they are taking the success of a few mod's to their heads, and now everyone making mods is thriving for this 'success' dream and it's bs. mods used to be about having fun, some professional teams do make game demo's off mod's but they do not release these to the public, they keep them secret and only as a technical demo. real professionals know the difference between mods and games.

    mod's can be better than full games, that does not matter at all in any way.

    and no, no companies that matter are taking mods seriously. when you say 'serious' a company is not like OMG THIS MOD IS SERIOUS BUSINESS. no that is some fake fantasy, if you make a mod, good fucking woopty doo, it it does good, gets a HUGE player base and draws lots of players then they'll start noticing you and poking around, but until you reach that level like DOD and CS did, you are nothing but an ass stain. you can have the best mod in the world, but if it doesn't have the players flocking to it it doesn't have a chance, and even then your chances of getting money is very unlikely.

    i'm asking you not to keep ruining the mod community with this bullshit strike it rich fucking crap, it makes me want to get a gun in shoot you in the face. sorry, but you greedy, pos mother fuckers always wanting money make me sick. work on mods and games for the love and experience, not some bull-shit fake dream of striking it rich, you're worse than a garage band.

    i'm sorry if i'm sounding like a prick, but honestly i hope this guy and his mod fails, crashes and burns so he gets a reality check, i had to get this reality check a while back also and I see people who act like I used to act and it makes me sick.

  • D-Day 1944: Operation Overlord is looking for animators!

    • Kedhrin
    • December 1, 2005 at 9:12 PM

    no matter how awesome your mod is, how serious you are, how much you want to be a real studio. You are not a game studio, you are not working on anything professionaly and no matter how awesome the mod is it will not be taken seriously.

    games have one thing that defines them against mod's, they are realistic, money, millions of dollars, pressure with deadlines, marketing, etc.

    you do not know these on mod's, no matter how much you think you know it, you don't.

  • [WIP] Vehicle - Audi Quattro

    • Kedhrin
    • November 30, 2005 at 9:00 PM

    can you post photo references to the real car?

  • Trees :)

    • Kedhrin
    • November 28, 2005 at 5:05 PM

    out of all the things i can model, a tree i cannot, i've never been able to model a tree, klevestav knows this.

  • Maggie

    • Kedhrin
    • November 28, 2005 at 2:30 PM

    i'd do her.

  • Bunch of Crap (lots of pictures, beware)

    • Kedhrin
    • November 26, 2005 at 12:02 PM

    fetter u are getting better and better, keep it up, lub da helicopter.

  • dm_grale (updated on 15-08-09)

    • Kedhrin
    • November 23, 2005 at 6:15 PM

    graal 3d? eh? i smell the textures i was letting unixmad use that philipk made for me back in the day

    i like it though, however i feel it seems a bit too blocky, imo, i'd like to see more curves, etc.

    other than that its look tasty!

  • tmp_lodge -updates-

    • Kedhrin
    • November 23, 2005 at 6:13 PM

    nice use of detail there, however i agree with everyone when they say we'd like to see bigger resolution, non-glamoured shots so we can really see the level

    but from what i see, very nice.

  • New Steam Games Agreement.

    • Kedhrin
    • November 18, 2005 at 9:35 PM

    i come from the modding community, and i know for a fact they did not care about any of that. They hire you for your talents and experience, if you have experience working on a MOD that is fine, even if you get pulled out from a MOD it doesn't matter if the MOD is a prof. team or not (Because it cannot be a Prof. team no matter how hard they try, unless they are budgeting money and deadlines the gap between them and pro is out of sight for them). The experience they look for when hiring you from a MOD is can you work with people or not and can you handle work loads and work in a pipeline with other people, NOT professionalism because there is no professionalism in ANY mod out there. And I want you to post this to any 'mod' leaders out there, especially the NS guys.

  • New Steam Games Agreement.

    • Kedhrin
    • November 18, 2005 at 6:26 PM

    how mods used to be made-

    Doom - Mid-Half-Life 1 Dayz

    Guy 1: Lol let's make a mod

    Guy 2: zomg ok.

    Guy 2: Need help plz, like 3 guys kthx

    Guy 3,4,5: Zing! I'm in!

    Guy 1: lol this is cool

    Guy 2: lol add that there

    Guy 4: Lewl look what i did

    Guy 1: lol that rocks

    Guy 3: let's release a preview lol

    Guy 1: Zing!

    Guy 2, 3, 4 5: Zing!

    Guy 1: lol they kinda liked it

    Guy 2: they want an interview with the leader?

    Guy 1: we have a leader? wtf? lol

    Guy 2: lol let's update it, and put some new maps in.

    Guy 5: Zing!

    Guy 1: ok lol, that was fun, let's make another mod, waddaya say guys?

    Guy 2: sure ok lol

    Guy 3, 4, 5: Zing!

    Todays Mods

    ----Mid-Half-Life to Current

    CEO GUY 1: I am recruiting for a professional game team making a game that we will sell to people, work for me and I will give you royalties!

    Guy 2: I would like to help!

    CEO Guy 1: No way, you suck, only people with skills plz

    Guy 2: you rule

    CEO Guy 1: Wait a second, yes, you can be my designer!

    Guy 2: thank you Sir!

    CEO Guy 1: Go get me some recruits, only people with skills please, we are going to get super rich off our MOD kthx.

    Guy 2: Now hiring for Half-Life 2 MOD that will be sold retail! Kthx

    Guy 3, 4, 5: Can we help, I am t3h 1337 plz.

    Guy 2: Sure

    CEO Guy 1: Welcome, do as I say, or you will be punished, kicked off MY team and you will NEVER get any spotlight, working under me. OK?

    Guy 2, 3, 4, 5: Yes sir!

    ------16 months, 1/2 a map and 4 models later-------

    CEO Guy 1: Wow our GAME is awesome, we are going to name ourselves a STUDIO now, ok thanks.

    Ego Guy 2, 3, 4, 5: Yes master! Now we are a studio, we know all about the hardships of deadlines, publishers and the riding of millions of dollars on a product! Our GAME is going to be awesome!

    ------48 Months later and beta released-------

    CEO Guy 1: WTF they don't like it, everyone hates it WTF they are all gay.

    Ego Guy 2, 3, 4, 5: No, you just suck, I'm going to go start MY OWN STUDIO and GAME!

    Ego Guy 2: My studio Open!

    Ego Guy 3: My studio Open!

    Ego Guy 4: My studio Open!

    Ego Guy 5: My studio Open!

    ------------------

    END

    ------------------

    I hope that explains, in detail, my utter disgust with the modding community these days. Thank you! i'm up for childrens shows btw.

  • Nothing works with gmax files?

    • Kedhrin
    • November 16, 2005 at 12:31 AM

    gmax is dead, it will no longer be available within a few months as they will no longer support it/give out cd keys. gmax is running on an old 3dsmax r4 engine, it did not do as well as they hoped it would as no game developers could cough up the money to get the ability to use it for their games for the community. there are a few plugins for gmax however, look around the net for them and you could find the answers you seek.

  • de_corse

    • Kedhrin
    • November 15, 2005 at 8:14 PM
    Quote from hessi

    candy? well i am working on it i've redone some texture of the church (still needs more detail. portraits and more decorationtrims. something to make the floor more interesiting would be cool too. well and a door is missing too [Blocked Image: http://img370.imageshack.us/img370/8439/corse00537lo.th.jpg]

    [Blocked Image: http://img370.imageshack.us/img370/3342/corse00551lh.th.jpg]

    [Blocked Image: http://img370.imageshack.us/img370/3713/corse00589fb.th.jpg]

    [Blocked Image: http://img370.imageshack.us/img370/9152/corse00592su.th.jpg]

    [Blocked Image: http://img370.imageshack.us/img370/2198/corse00618lg.th.jpg]

    cheers!

    Display More

    Here are some critiques if i may:

    The light beams you have shining through your window are too bright, I would lower them down dramatically, noticing the light beams should be a subtled eye catcher not something that immedeately stands out, especially with how bright the inside of that room is.

    I think the quality of your windows does not reflect on the quality of the textures on the rest of the environment, i don't know how to say this in the right words, but it looks like the window and their refractive prettiness are too pretty for the environment around them, they look out of place. This may sound weird, but I would either make them not as pretty or increase the resolution and/or quality of texutres around it.

    I feel as if your reflectiveness is too shiney on the floor in the church, the walls on the church are scratched up and worn out, emplying decay. you only see that kind of shine in bassilcas or other extremely well kept up churches, I don't even see that kind of shine in hospitals. I would dramatically lower it, if you could, I don't know the limits of the source engine but possibly get masks on it to control the shine in areas, make it not look like a giant mirror on the floor.

    the detail on that thing comming down from the ceiling, that metal wire work imo looks really bad. the resolution you are using cannot handle that much small amounts of detail, i would recommend either using a larger print and scalign it down, or keep your print and just not make so much detail so the alpha transparency doesn't get messed up around the pixel edges.

    The inside of your church has a lot of repitition, I recommend using more trims and borders to break it up.

    I think what you have going is pretty nice, i really like your work with wooden beams it is very nicely detailed, performance wise i'm worried about what you have. I notice a lot of things you are doing you could easily replace with alpha transparent textures instead of actualy geometry such as beams on rails, etc.

    You also have a lot of geometry detail going for just simply geometry detail with your deformations on displacement. I would get rid of those and do it with very little polygons, you shouldn't use that many polygons for subtle eye candy.

    anyways, keep up the good work!

  • UnrealEd

    • Kedhrin
    • November 8, 2005 at 11:18 AM

    the problem i'm having with the terrain is some stupid ati driver issue, like most of the problems I'm having with unreal.

    I don't know why it does it, last night i got so frustrated i was hitting build like 10 times, flying around the viewport, clicking, moving, etc. and it just popped in out of nowhere - just OMGHEREIAMJUSTKIDDINGLOL!

    it also does that weird shit when i move the terrain, for example when it finally is showing up i'll move it to the origin - the actor helper icon goes there, but the terrain itself doesn't. So I move the terrain just a slight nuge and it pops into place - dunno if that's a known issue as well.

    but alas i finally did get terrain to show up and did my first texture layer yay!

    but then it crashed on me for something again, i got mad and stepped on a kitties neck. i'm thinking it's this ati card. can't wait to get my 6600 back

  • UnrealEd

    • Kedhrin
    • November 7, 2005 at 12:24 AM

    Hello!

    I'm learning UnrealEd for the first time ever.

    evr.

    I could use anyone who is experienced with this program to answer questions for me on the fly, now - i won't be bugging you all the time, rarely if that. I've used a lot of software, but sometimes this program is crashing on me, etc. and I just have a few questions.

    anyways, I'll post my questions here, but if you are an unrealed guru, please contact me on my IM programs so we can chit-chat

    thx!

    question 1!

    I create a new terrain (one terrain on the map) and it does not show up (i'm in wireframe mode) unless i create another terrain. Then they both show up, so i delete one of them. Then i try to select that terrain in the terrain list and it crashes DOH!

    k.

    Im -

    AIM - Kedhrin

    MSN - [email protected]

    ICQ - 52477482

    YAHOO - [email protected]

    thx!

  • Map pimpage nightmare

    • Kedhrin
    • October 28, 2005 at 6:19 AM

    I LIKE IT!

  • Second release - 5 skies.

    • Kedhrin
    • September 12, 2005 at 10:13 AM

    my pants are creamed, you owe me undies.

  • Character modeling with edit poly?

    • Kedhrin
    • September 12, 2005 at 10:02 AM

    edit poly has a lot more controls that let you model/map a lot easier...

    if VHE had the tools edit poly had, wow, just wow.

  • Ultimate Duck Hunting Artwork

    • Kedhrin
    • September 12, 2005 at 9:59 AM

    ARKANSASSSSSSSSSSSS

    sucks

  • prop_vcr1 and prop_security-monitor

    • Kedhrin
    • September 8, 2005 at 1:58 AM

    the only thing i have to say about the setup in that room is the way the book cases are setup,

    don't you think it's a bit odd to have them facing the back of the bookcase? if you are trying to make a type of enclosure around them, I'd maybe try verticle bars, not an X

    but yeah, change those tape names

  • A robot model

    • Kedhrin
    • September 7, 2005 at 3:07 AM

    i like it, very simple - yet effective

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