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  3. Makaveli

Posts by Makaveli

  • Getting Back Into It

    • Makaveli
    • January 12, 2009 at 3:51 PM

    Hey all,

    Been a few years since i've posted - i have been reviewing some of the great content here, however. Anyhow, now that i've completed my BA and on break from working on my Paramedicine degree, i figured i would see i still had some of those photoshop skills left. Below is something i just began throwing together. Nothing too complicated, no details yet - just a base texture with a window. Ill post here as i find time to progress. Any and all feedback is welcomed.

    http://www.freeimagehosting.net/image.p ... a0b36f.jpg

  • epic games purchases reality engine!

    • Makaveli
    • May 13, 2005 at 2:41 AM

    its funny, it looks like Epic just sucked up any real competition lol

  • The new Unreal Tournament (Unreal Engine3) new screens!

    • Makaveli
    • May 11, 2005 at 1:09 AM

    that looks hella nice, but Epic always finds a way to fall behind the pack when they make their engines, so i have this feeling that well see somthing better from another company soon

  • Mounting CS:S content for use in another mod

    • Makaveli
    • May 10, 2005 at 6:26 PM

    well, i dont think you can re-distrubute CS:S material seeing as you are paying for them, so you either duplicate CS:S material or its a no go, b/c thats surely a lawsuit waiting to happen.

  • Half-Life 2: Strikeback - recruiting

    • Makaveli
    • May 10, 2005 at 6:22 PM

    zilla hit the nail on the head, without providing bait (some already completed work) your not going to get much of a response, espically from these forums. You have to prove your worth your weight in gold, otherwise those with the talent arent going to risk wasting time on a project that will never materalize, b/c what fun/good is that? I give you props for your efforts, keep trying, but just be realistic about it

  • Call of Duty 2

    • Makaveli
    • April 22, 2005 at 8:57 PM
    Quote from mikezilla

    someone has balls since half of the developers here are from gearbox

    It's not about having balls really. I hear comments like that all the time. If you could enumerate your issues it would help. From the way I see it BiA and CoD are two massivly different games... and aren't really in competition.

    Then again what would I know about it.

    I'm aware of the fact that there are a number of Gearbox members here, but why should that stop me from expressing my views on their work? If anything, i would think they would want to hear candid opinions from those who purchased their game. Wether or not BiA and CoD are in competition in the market place is irrelivant to me, i could care less about that. What matters to me most is the overall experience, is the game fun, enjoyable, and worth its weight in what i paid for it. Again, to be candid, BiA was, from where i sit, a waste of my hard earned 50+ dollars. Why? Well, for starters i was far from impressed by the graphical presentation. Overall, i think that it was rather dull and in places almost amature (the ground textures were rather bland, some textures didnt tile properly or were horrendously repetitive), its beyond me why they didnt offer more latitude to the player when adjusting his/her video prefrences. The AI, which was praised in articles and reviews, i found to be pretty retarted, espically the allied AI. I would command my squad or tank to attack or provide cover fire to a position well within sight and they wouldnt react, in fact i had to restart the game at points b/c i couldnt complete the objectives on my own and my squad, for some reason, wouldnt acknowldge my commands. The gameplay was far too linear, it was as if i was playing a Quake 3 powered game, being funneled down the same relative paths with very little choice in where to go and how to overcome the tasks at hand. Lastly, i have found the multiplayer to be deplorable. Severs are almost non-existant and some of the very basics of all multiplayer features had been left out in the orginal release. This brings me to the most disconcerting aspect of my entire experience. The release version of BiA, that is the version on the DVD, is plagued by a massive list of bugs and errors, many of which should have been discovered during a beta testing period, i would think. I can only speak for myself, but i do not pay 50 + dollars to have to wait for patches to be released so that i can get a game to a playable state. My tone may be rash, but we are talking about a decent chunk of money here. I think that alot can be done with BiA and it can probably taken to an entirely different level, but as it stands now i am not impressed. These, naturally, are my own thoughts and have nothing to do with Gearbox or its members, as someone who wants to enter the industry i look up to, and repsect, all of you.

  • Reality engine

    • Makaveli
    • April 20, 2005 at 8:02 PM

    it looks alot like the Far Cry engine, which isnt half bad, but cant really hold a candle to Unreal 3 in terms of lighting, shader usage, LODs

  • Call of Duty 2

    • Makaveli
    • April 20, 2005 at 7:56 PM

    well...as far as the oh so over done WWII shooter...its probably leaps and bounds beyond Brothers in Arm.

  • ol tries to make textures, laugh

    • Makaveli
    • December 2, 2004 at 12:44 AM

    Just a few pointers:

    1) Be aware of contrast/saturation - some of those textures look far too contrasty/saturated

    2) Dont use layer effects, the last one looks like it may have a dropshadow (?)

    3) Dont use grunge brushes for textures, your better off hand painting in detials or useing a photo refrence and then hand painting ontop of that.

  • New Brothers in Arms Trailer!

    • Makaveli
    • November 20, 2004 at 6:38 AM

    Well, it was a nice trailor. But, to be frank, i cant say i am all that impressed at the moment. Aside from the fact that the WW2 shooter has been beaten to death over and over again, the Unreal 2003/2004 engine just does not stack up to D3 and Source technology. However, im still trying to keep an open mind and look foward to seeing some more PC shots...hoping that they will look drasticly better than the Xbox shots.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Makaveli
    • November 12, 2004 at 8:07 PM

    Zaphod, i tried a few more things, and i cannot get specularity working in the alpha channel of the normal map. Is there a sepcial method? Right now ive just created a new alpha channel and threw the color grey i wanted in...and nothing happens when i test it out ingame. Any help would be great.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Makaveli
    • November 12, 2004 at 7:16 PM

    Well, when you convert .tgas to .vtfs they go from the materialsrc folder to the materials folder. If you havent created a sub folder, they should just be in the root materials directiory.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Makaveli
    • November 12, 2004 at 7:00 PM

    Heh, but still im not getting sepcularity like i used to...even with the specular map in "Alpha 1" channel and i did save in 32bit. Any ideas?

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Makaveli
    • November 12, 2004 at 5:00 PM
    Quote from Zaphod

    http://www.marshmonkey.com/tuts/shaders ... apping.htm

    Zaphod, that tut seems to be wrong. The colors, black and white grey etc dont flip when you add them to the normal map's alpha channel. I just tested it out in game and i had to switch the specular map from a light grey to a darker grey b/c the texture was far too bright. Just thought everyone should know :\

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Makaveli
    • November 12, 2004 at 4:29 AM

    ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far:

    Code
    "LightmappedGeneric"
    
    
    
    
    {
    
    
    
    
    	"$basetexture" "insurgency/sidewalk"
    
    
    
    
    	"$surfaceprop" "concrete"
    
    
    
    
    	"$bumpmap" "insurgency/sidewalk_normal"
    
    
    
    
    	"$envmap" "env_cubemap"
    
    
    
    
    	"$envmapsaturation" "[.0001 .0001 .0001]"
    
    
    
    
    	"$envmaptint" "[.1 .1 .1]"
    
    
    
    
    	"$normalmapalphaenvmapmask" 1
    
    
    
    
    }
    Display More

    Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod.

    - Mak

  • totally random texture thread

    • Makaveli
    • October 26, 2004 at 4:54 AM

    Peri, far too unfirom imo. The grout lines are too perfect...and stop using that damn bevel emboss!!!

  • Remake HL textures

    • Makaveli
    • October 5, 2004 at 3:42 PM
    Quote from stalnation

    i know this was done before but i made a new version of it old:

    [Blocked Image: http://mitglied.lycos.de/smove2k3/sign2.jpg]

    new:

    [Blocked Image: http://mitglied.lycos.de/smove2k3/stopsign.png]

    please post your comments, i know it doesn't fit the aspect ratio rules....

    lower the opacity on that grunge layer...its too obvious its from Myang's D;

  • Stage 2 STALKER MP beta coming...sign up here space limited

    • Makaveli
    • October 4, 2004 at 1:56 PM

    Name: Jared Pennella

    Email: [email protected]

    Address: Jared Pennella

    Marist College MSC 13990

    3399 North Road

    Poughkeepsie, NY USA 12601-1354

  • Some of Work - Feel Free To Comment/Crit :D

    • Makaveli
    • September 30, 2004 at 3:37 PM

    Hey everyone, thanks for the replys and welcoming me to the boards!

    Below is a concrete floor texture i whipped up:

    [Blocked Image: http://www.insurgencymod.net/team/makaveli/floor_1.jpg]

    This next one is one of my futile attempts to add details, in this case windows and some molding/trim, to one of my textures. As i said earlier, this sort of stuff is my weak point at the moment so any comments or suggestions would be great. Thanks

    [Blocked Image: http://www.insurgencymod.net/team/makaveli/me_wall_1aa.jpg]

  • Some of Work - Feel Free To Comment/Crit :D

    • Makaveli
    • September 30, 2004 at 5:46 AM

    Hey everyone! Ive been browsing Mapcore awhile now but havent found the time to post, anyhow i registered and figured i should post up some of my work. Ive been working with Photoshop for about 5 (mostly through school and only later did i start to create game art with it) and have been becoming increasingly enthusastic about game devolpment over the past three years or so. Anyhow, i began texturing on and off about 2.5 years ago but within the past year i have grown alot. Most of that growth is through the help of a number of forum members here and others from vairous game communities who have been nice enough to give me some pointers and/or let me run my work through them. Anyhow, below are some examples of what i have been working on lately. These are simply base textures and i have yet to add any details (windows, molding, doors, etc.) b/c im struggling a bit with lighting and hand painting in those dtails. Any suggestions and or tips in that department would be of great help to me. Please feel free to tear the textures apart and give any comments...im always open to improvement! I apreciate your time and look foward to everyone's response!

    - Mak

    [Blocked Image: http://www.insurgencymod.net/team/makaveli/generic_cement_1.jpg]

    [Blocked Image: http://www.insurgencymod.net/team/makaveli/me_wall_1.jpg]

    [Blocked Image: http://www.insurgencymod.net/team/makaveli/me_wall_1a.jpg]

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