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  3. Schmung

Posts by Schmung

  • Finding a mod team worth your while 101

    • Schmung
    • November 30, 2004 at 3:36 AM

    I'll chuck in my opinion here, for what it's worth.

    Far too many people start a mod without any idea of how much work is involved. Even if you do mange to merge a great concept with a dedicated, talented and well lead team you're a fair way from success. You've got to generate interest and deal with inevitable loss of staff and resources along the way. More importanly you've got to know when to relase and when to hold back and polish. Too many mods die because people feel like they always want to add more and end up stalling and going kaput. Then there's the opposite problem, releasing some cruddy ass bug-ridden, one map, two weapon alpha that makes your name shit in the community.

    Even with focused and mature leadership things can get to the point where you're too close to hte project and it makes it hard to judge when the sweet spot is for release.

    Another problem is that of far too many talented people being tied up in dead end mods that their mates are running and then whatever resources they have go to waste.

    As for choosing a mod team, well thats tricky and depends on what you're doing and how much you want to be involved. Some of time, freelancing is the option, contribute your stuff to an existing mod and get your name in the credits without any of the internal strife. Getting in at the ground floor as it were can be excellent, your opinion will probably count for more and you get to see the mod develop and (hopefully) flourish. It does however commit you to rather more than churning out content because there will be inevitable debates about features and suchlike, even if you've got a concrete design document.

    bleh, too tired to write more.

  • Insane asylum texture set

    • Schmung
    • November 30, 2004 at 3:19 AM

    Yargh, agreed with t'others, that reddish hue that looks overlayed on the green wall stands out way too much, a slightly more faded browner one would probably look better IMO>

  • ts_chinatown

    • Schmung
    • November 18, 2004 at 1:15 PM
    Quote from OL

    make it nighttime! more signs!

    Yes! More neon!

    And rain!

    er, when 2.2 comes out of course and you can make rain the easy way instead of dicking around with beams or whatever.

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Schmung
    • November 8, 2004 at 6:11 PM

    RLE = Run Length Encoding, 'tis form of compression.

    Painting the alpha data doesn't seem to work for me, I'm using a texture with blend in the name and flipping the alphas has an effect, but whatever values I use I can't blend properly. I've seen screenies and there are actual brushes available in the brushes dropdown, I've got noithng in there. Is that my problem?

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Schmung
    • November 8, 2004 at 12:37 AM

    eh...

    I'm sure it said somewhere that you could. Fuck. That stuffs me over slightly. :x

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Schmung
    • November 7, 2004 at 11:52 PM

    My terrain seems to be working reasonably well, stiched some together earlier and that worked ok, but what does the smoothing group stuff do? Doesn't seem to have much of an effect that I've noticed..

    Edit : On and this is a supremely stupid question which I will probably work out the asnwer too once I've psoted this, but how do I scale models?

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • Schmung
    • November 6, 2004 at 7:01 PM

    Imported an oldish, fairly simple rmf into the new hammer without too much difficulty. Damm thing runs like a crippled sloth on my system.

  • Warehouse *updated*

    • Schmung
    • November 1, 2004 at 6:41 PM

    Main problems I spotted were a bit too much specularity in some places and perhaps some exagerration of the bump maps.

  • Your impression on CS:SOURCE

    • Schmung
    • October 14, 2004 at 9:24 PM

    CS was wank, CS:S is marginally more tolerable because of the nifty engine, it's still the same fundamnetally flawed game that has shitty gun behaviour though.

  • IO Interactive is hiring

    • Schmung
    • October 14, 2004 at 6:52 PM

    I just hope theres jobs like this going when I get to the point where I feel I'm sutiably competent, sounds like a pretty decent place to work and from what I hear about it, Denmarks pretty cool as well.

  • Your impression on CS:SOURCE

    • Schmung
    • October 14, 2004 at 3:05 PM

    That would be it, yes.

  • Your impression on CS:SOURCE

    • Schmung
    • October 14, 2004 at 2:27 PM
    Quote from madcow

    why not copy and paste... are you trying to pimp those forums? :evil:

    No, but it's a pretty lengthy post, not like you have to register or anything, just makes it easier to ignore it if you so desire. If you really want then I'll dump it all in here.

  • de_ungarn

    • Schmung
    • October 14, 2004 at 2:20 PM

    Looks stunning, though perhaps a bit cramped in places.

  • Bruce Willis

    • Schmung
    • October 14, 2004 at 12:13 AM
    Quote from DUFFY

    for some reason i feel that by not having an ass face im missing something

    I know I'll be crying myself to sleep tonight.

  • Your impression on CS:SOURCE

    • Schmung
    • October 13, 2004 at 10:41 PM

    My thoughts here : http://%7boption%7d

  • Bruce Willis

    • Schmung
    • October 13, 2004 at 3:55 PM
    Quote from kleinluka

    some of the anatomy seems REALLY off. Good example is the arms which seem to be just stuck on the shoulders like a playmobile toy.

    They are

    Wasn't sure how musuclar to make him, Bruce isn't actually that beefy a guy, so giving him huge over defined muscles seemed a bit wrong really, plus I was trying to keep the polycount around about 1800. The pose isn't helping matters I admit, modelled it to fit over the HL skeleton in the idle pose, but I've since discovered thats the wrong thing to do.

    I thing I'll plug on and finish this and use the mistakes I've made to try and make the next one better. I don't particularly want to go back and fix the modelling/unwrapping errors I've made because it would mean starting again on the skin, which is the hardest bit for me.

  • Bruce Willis

    • Schmung
    • October 13, 2004 at 3:12 PM

    [Blocked Image: http://schmung.specialistscentral.com/images/bruce_near1.jpg]

    [Blocked Image: http://schmung.specialistscentral.com/images/bruce_near2.jpg]

    Made a start on the dirt and stuff. I'm gonna adjust that vest colour a bit as well. I'm feeling thats it's getting there now, it's mostly about tweaking things now. I think I'll rig the bastard tomorrow and then once thats done continue with adding dirt and whatnot.

  • Bruce Willis

    • Schmung
    • October 13, 2004 at 1:12 PM

    Texturing the models I made:

    Needs more ccolour in the arms. More happy with trousers now. Need to do the belt, more tidying and add colour to the vest and trousers.

    [Blocked Image: http://schmung.specialistscentral.com/images/brucemore.jpg]

  • TEH FIRST MAP THREAD !!1 :D~~ - post yours too ;)

    • Schmung
    • October 11, 2004 at 2:20 PM

    My first ever map was for Quake, made if for me and mate to play over a land, but then foolishly uploaded it. I made two more as well. They were all bloody awful with r_speeds from hell, mostly because I was stuck on 28.8k and didn't find out what they were untill a few years back. Also made one for AQ2, which was equally dire and ridden by r_speeds of ultimate doom. The Quake ones were called YPDM1-3. The AQ2 one is still flaoting about somewhere, I think you can even read the reviews. It is however, dire.

    Oh and hullo everyone, some of you may know me, some of you may not.

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