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  3. jayrabbit

Posts by jayrabbit

  • de_corse

    • jayrabbit
    • October 21, 2005 at 11:56 PM

    looks impressive

    but I'm sure you could have done the pavilion thing in hammer as well. the lightmap doesn't work for models the same way as it works for brushwork, so the lighting looks a bit weird. also the physic model is never as accurate as brushwork (besides the fact that it must have been a pain in the ass to make the phys_model...)

  • Tree model done

    • jayrabbit
    • October 15, 2005 at 11:52 AM

    bad screenshot

    render it

  • Data_beta1

    • jayrabbit
    • October 14, 2005 at 10:34 PM

    gunman chronicles...

    man, it's been a while

  • Favourite Half-Life Single-player MOD?

    • jayrabbit
    • October 13, 2005 at 11:38 PM

    the theme park in redemption was awsome

    does anybody remember the xeno project mods?

  • [DM_RustStairs]

    • jayrabbit
    • October 13, 2005 at 12:00 AM

    vehicle and tree models are great. have you made them by yourself?

    the whole map looks a bit unrealistic though. I don't know, maybe it's the setting or the rough brushwork or the lighting. there's something I don't like about your map.

  • They Hunger: Source?

    • jayrabbit
    • October 12, 2005 at 6:07 PM
    Quote from killertomato

    What would you mean by 'industry'?

    game industry

    being a pro

  • They Hunger: Source?

    • jayrabbit
    • October 12, 2005 at 3:32 PM

    They Hunger was very cool. I wonder that Neil Manke isn't working for the industry yet, or is he?

  • Put your money where your mouth is (by Ben Mathis)

    • jayrabbit
    • October 12, 2005 at 1:02 PM

    I'd like to see some portfolio sites of guys who almost made it, or already made it into the game industry.

    I know very few of them so far, so I would be glad if someone can give me some examples.

    When I read stuff about the huge competition when you try to apply for a job in the industry, I just wonder where all these talented people are hidden?

    I can't find lots of them on the internet. When I think of gamedesign communities with a larger amout of talented people, the only 2 sites that come to my mind are polycount and mapcore.

    So please give me some portfolio or community sites where I can find examples of what I should reach to get good enough and maybe finally get a job in the industry.

  • WIP Helicopter

    • jayrabbit
    • October 10, 2005 at 9:40 PM

    uvm looks very well done

    but your smoothgroups are still ugly.

  • King Kong Demo

    • jayrabbit
    • October 9, 2005 at 1:04 PM

    hehe when I've played the fps mission the first time, the t-rex ate me. there was a hint after I died and it said something like "use the food chain"

    so when i played it again i killed the flying dino with the spear and voila the t-rex ate it

    ah by the way, why doesn't Jack Black (the camera guy) say anything? I hope the final game will have the original voice of him.

  • WIP Helicopter

    • jayrabbit
    • October 6, 2005 at 7:12 PM
    Quote from von*ferret

    thats not smoothed

    it looks to smoothed imho. check your smooth groups

  • LCD Monitor Question

    • jayrabbit
    • September 30, 2005 at 12:26 PM

    BenQ FP783 - best 17 inch tft monitor for games and it's really affordable.

    DVI is important.

  • WTF is up at house that Doom built?

    • jayrabbit
    • September 29, 2005 at 2:17 PM

    sry, I haven't seen the link to the article in your post.

    anyway that's real crap going on there.

  • Call of Duty 2 Demo, out now! - featuring BadMofo's map. :)

    • jayrabbit
    • September 29, 2005 at 1:44 PM
    Quote from Phatsniper

    What I don't like is the consoley feel, the grenade indicators and jump over this wall buttons but I guess cross platform development is becoming more popular (much to my disgust).

    Acutally the grenade indicator was very usful because sometimes it was hard to see the grenades. Also the jump-over button was cool in my opinion.

    Just because PC games are getting more like console games it doesn't mean that the gameplay is getting simple. Of course COD2 is a true fps and there are not even team commands or something like this, but if you play it in "hard" mode you can get into some really tricky sitations, where you have to look for a good cover position, perfect shoot-and-cover timing, throwing smoke grenades, and more...

    In my opinion that's the future of computer gaming: user-friendly, intuitive controls BUT deep and complex gameplay experience. COD2 is a step in the right direction. (Of course there are more games like this already available)

  • WTF is up at house that Doom built?

    • jayrabbit
    • September 29, 2005 at 12:31 PM

    Adrian and John are not relatives, right?

  • Call of Duty 2 Demo, out now! - featuring BadMofo's map. :)

    • jayrabbit
    • September 28, 2005 at 3:36 PM

    I don't think so. COD1 was based on the quake 3 engine. COD2 has it's own new engine.

  • Call of Duty 2 Demo, out now! - featuring BadMofo's map. :)

    • jayrabbit
    • September 28, 2005 at 3:23 PM

    Wow I kinda like the graphics. I think the COD2 engine is even weaker than source, but COD2 looks way better than DOD:S.

  • XSI 5.0 is realeased!!!!!!

    • jayrabbit
    • September 27, 2005 at 5:47 PM

    What are the new improvements / features of the new version?

    I tried the XSI mod tool once, but I didn't like it.

  • Perfect Dark Zero clips online.

    • jayrabbit
    • September 26, 2005 at 1:47 PM
    Quote from Kosmo

    I never understood what the big thing was about Halo, but I think I like Perfect Dark Zero, even tho it might seem just a tad similar to Halo.

    Why similar? Because both are fps?

    The ragdoll physics are weird indeed, but I wonder why the player shot at the dead bodies? To make sure that they are dead?

  • totally random texture thread

    • jayrabbit
    • September 25, 2005 at 7:57 PM
    Quote from D3ads

    ^^ Don't want to make another thread, what's the average skin size for HL2 character parts? (ie face, hands, body etc)

    there are only 2 parts: head and body. size is mostly 1024x1024.

    the gman's head of the HL2 intro is 2048x2048

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