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  3. Kosmo

Posts by Kosmo

  • Dark Messiah tease video (Source engine game)

    • Kosmo
    • August 23, 2005 at 11:43 AM
    Quote from RD

    then dont play it Kosmo.Best death animations and completely convincing ragdoll effects is CSS imvho tbqph

    But that is the problem RD, it's Might and Magic, not to play is just not an option.

    CS:S had some weight to the ragdolls so they wouldn't just keep spinning on the ground, so it makes it bit more convincing. Ragdoll in models after some sort of animation is fine, but to let ragdoll do the death animation completely is just plain wrong

  • Dark Messiah tease video (Source engine game)

    • Kosmo
    • August 23, 2005 at 8:30 AM
    Quote from Evert

    Because they don't have a face out, that is known enough to automaticly represent the company.You mention Farcry, a game that was initially a demo showing off whats good from the engines technical aspects.

    Valve don't have to do that, they have Gabe!

    Riddick had a great engine, but there weren't really any competition with Doom3-engine at the time of release.

    It's more about how everything seems to go around about three engines these days, Source, Doom3 and UE3. And the game industry is coming on a bit "depression" atleast for small companies, and I really don't see this current trend as something good.

    I think Riddick had a better engine than Doom3, not so far from the graphicsl quality, seemed to have more nifty elements and the best part of it all, it ran solid. But Doom3 engine has alot of hidden features that Quake Wars and Prey are going to show off. But if something good has to be said about Source, it would have to be that I'm pleasently suprised about what can be achieved with it in RPG genre, I'm pretty sure that Vampire and MM didn't chose to use the engine just because it has some nifty graphical widgets.

    But all in all, I'm biased against physics as a hugely revolutionizing gameplay element, the best games I have ever played are the old lucas adventure games and games like Animal Crossing and Zelda: WW.

    F.E.A.R. would have been really cool game if wasn't for some ragdoll, it took all the phear of it and made it in to a Benny Hill comedy with those fucking mimes dangling all over the place.

  • Modelling for HL2 - THE RIGHT SETUP

    • Kosmo
    • August 23, 2005 at 6:40 AM

    Well, I think Milkshape has a built in converter in it, and if it doesn't I'm pretty sure there is one.

    About setup, you have to be clearer what you mean.

    As for tips, well let me see. If you are going to make some dynamic objects, like tables and such, you should take consideration that it will have physics and it will most likely be breakable. There should be some very good tutorials on how to make your model in to a breakable physics object like box or a table.

  • Dark Messiah tease video (Source engine game)

    • Kosmo
    • August 23, 2005 at 6:29 AM
    Quote from curman

    he never said that, wtf you talkin about

    He never used those exact words, but you can read the message pretty clear.

    Besides, I have been playing the good old games for a while now, and I have come to an conclusion that ragdolls are actually more unreal than those repeatitive animations. For once in past like three years or so, I'd like to see a good death animation, and that we just threw half the animations through the window, because these gamedevelopment asshats think that physics ragdoll is cool. For instance, World of Warcraft has some pretty cool death animations, and there are plenty of them so it doesn't get repeatitive.

    I hate every single one of these "rockstar" status next-gen engine satans, compare them to developers of Farcry, S.T.A.L.K.E.R. and Riddick, which all have awesome engines, and none of them have some wal-mart salesmen shitty smile on their face every time you hear about new hot game coming out.

    Till we perfect the physics and balance the physics:animation ratio, how do I sign out of this ride?

  • Dark Messiah tease video (Source engine game)

    • Kosmo
    • August 22, 2005 at 11:30 PM

    "I'm really impressed how Arkane is using all Sources superior capabilities, like physics.. and.. you know, stuff" -Gabe Newell, the worlds most nerdy nerd

    I think you can see from my awesome impressed face, that if I was anymore impressed about the technical aspect of this game, I'd bleed from my eyes. I love the M&M series, but Gabe can go home and make love to a railroad spike, hands down.

  • Original Akira

    • Kosmo
    • August 22, 2005 at 10:03 PM
    Quote from Lee3dee

    with all "lucas mistakes" taken out in the new release on dvd.

    And then they added some like Midiclorians

  • HL2 High-detail skin pack

    • Kosmo
    • August 22, 2005 at 7:27 PM

    Well ok, let me be the first one to say, they are ok, they are not great, but they do the job. But they don't fit to HL2 that well, because the body models and textures are way too low quality as it is, and the surroundings too, so they jump out too much.

    They do horrible job on keeping everything uniform.

  • HL2 High-detail skin pack

    • Kosmo
    • August 22, 2005 at 6:55 PM
    Quote from D3ads

    The two citizen skins (the black guy being the most impressive) are awesome, perhaps a vision of what we could expect to see in HL3?

    That would be most disappointing, even UE3 can do better than that. But then again, if HL3 will be another resource wise game like HL2 then it just might be true.

  • Why do texture artists always get shafted?

    • Kosmo
    • August 22, 2005 at 12:11 PM

    This is actually really close to what we talked earlier, about making mapcore more popular or updating the image, so maybe we should be something more like the "a game design community" suggest and tad less mapcore, tho I'm pretty confident that the focus of mapping won't change to anywhere, but in addition we should consider making more work on the texture are, it is important part of being mapper.

  • Why do texture artists always get shafted?

    • Kosmo
    • August 22, 2005 at 6:40 AM

    Kleiney, I hear you, the first developer interview about Age of Empires 3 the lead designer told gamespot that "even if the game is RTS game, I said to our programmers that I want them to do the best looking game ever.." or something thick like that.

    But like I said, that not one single component of a game make it what it is, so the programmer part is right for some part, without great engine there won't be a visually great game, but without the people who do the visuals for the great engine the game will be shite.

    And if this thread was about "why graphic artists always get shafted over programmers" then I'd agree 100%

    There are not enough time to list all the times where programmers have hogged all the glory like, Peter Molyneux this and John Carmack that. Besides, every time you look at job applications and their target salary, the programmer gets twice the mulah any of the artists do, and it is not tied to seniority or talent, they could hire the worlds best artist to do their sprites and just a basic programmer and still the programmer cashes in.

    I also might add, that if there were such a texture community, I'd sign up immediately, my texture work sucks and I really need the guidance of those who can get panties wet with their hand painted textures. I'm a modeller, but these days just being a modeller takes you absolutely nowhere.

  • Why do texture artists always get shafted?

    • Kosmo
    • August 21, 2005 at 9:40 PM
    Quote from marque_pierre

    Kosmo, it is not the name here. See beyond that. :arrow: Look at what Klein is saying...

    I just tried to illustrate a point, many game story writers think that they deserve to be looked equal to movie writers, becaseu of the complexity of their work, but usually they get caught on the naming "game developer".

    But how is it that you don't see that you are as full of yourself as those "infamous" animators are, "As far as I know, the devil is in the details, and nobody holds a tighter grip on them, than the texturers! We control the look and feel of the visuals more than any other function." oh come on, that is the biggest load of bull I have ever heard, not one single aspect of game art is over the other, fuck, do you think that doom 1&2 are the best games ever, since 90% of the art was all textures?

    Now I agree, the other aspects of cg has been overlooked at times, and todays hot thing seems to be the people who do the shader work, the lighting things and what not. And it shifts, back in the days of Quake 1 and Quake 2 the modellers seemed to get most of the glory on game art. Besides, if you look at the right companies you see alot of apreciation towards other forms of art, like Blizzard for example, they seem to held high their concept artists and they seem to keep pride to their original texture work, so I don't actually see what the problem here is.

    Ofcourse the more dedicated places for different areas of cg there is, the better it is for the whole industry, and you are absolutely right, we should have some sort of texture community that has it's own idols and communitaction to improve the quality. But alot of communities that I hang around, are really not that specific about their target democraphic, like CGtalk there seem to be people from all areas, and 3dtotal seems to be filled with skilled texture artist, and so on and so on.

    And as for Kleins comment on texturers being seen as the people who "do the concrete walls", I'm not so sure if that is the case, sure if you ask person who doesn't play passionately, they seem to think that way, but any person who is a dedicated gamer doesn't think that wall as "just a concrete wall", I have alot of friends who appreciate graphics in modern games, and they don't seem to keep other form of art in higher regard over other, but that is the way it is with everything, to me a car is just a piece of mechanical just no different from a toaster, but the engineer that designed the car helds his work most important in the world, something that can't be compared to mere toaster. But that is just how it works.

  • Why do texture artists always get shafted?

    • Kosmo
    • August 21, 2005 at 8:39 PM

    I have always tought that the description "animator" was used in the film idustry to generally describe the people who work on the animations, hence the word animator, like people who act are actors, and people who write are called writers.

    Like puppeteers back in the day, they were called puppeteers but in fact they often made their own puppets and even controlled them. So I believe that these so called "animators" job range from making textures to shaders to models and ofcourse the animation.

    So I wouldn't take it too seriously, the name animator is used because it is WAY too complicated to start using accurate descriptive names for people, like if you post a "modeller" on big bold letters on some magazine cover, people are either instantly thinking about models (like those people who put on clothes and walk on the catwalk) or they just don't see their connection to any kind of animation. I mean, heck, the people who do those disney cartoons are called animators and all they do is draw hundreds of stills, or paint backgrounds.

    So don't be offended by the name, it comes with the job, like construction worker even if all he does is supervises the work.

  • Games Convention Chicks

    • Kosmo
    • August 21, 2005 at 3:11 PM

    E3 wins just for the fact that Stan "The Man" Lee was there, I bet he took all the booth babes home after the E3 was over

  • Original Akira

    • Kosmo
    • August 21, 2005 at 11:59 AM

    Ok, so you don't want to get a laser disc player..

    But you are out of luck, when akira was made for DVD release, the english voices were redubbed to get the dolby suround, and this was 2001, which basically means, that what you are looking for is a VHS, released before year 2001. I hope that helps you.

  • Firefox!

    • Kosmo
    • August 21, 2005 at 2:49 AM
    Quote from Thrik

    Er, what?

    [Blocked Image: http://www.kosmov.net/filebrowser/wft/snug.jpg]

    Power of Dr. Sniggles compels you

  • Firefox!

    • Kosmo
    • August 21, 2005 at 2:23 AM

    Fuck you, fuck all of yous..

    Oh and use Firefox :wink:

  • Quake 3 Source Code Released!

    • Kosmo
    • August 21, 2005 at 2:20 AM

    If the crew of Gloom (Team Reaction) would pull their heads off their asses and take a seacond look at the Q3 code, they would make the gloom2 for Q3 engine. But as they are pompous pricks, they want to stick to their most idiotic plan of the century and do their mod for doom3 engine, which sucks ass like a ass sucking machine at a porn film festival.

    Thank you, that is all.

  • Original Akira

    • Kosmo
    • August 21, 2005 at 2:13 AM

    Umm.. I have it on DVD, and yes it has all the original voice cast, but your definition of "original" english voice cast is pretty vague at best, what do you mean about original voise cast? Do you mean about the Streamline cast of 89? I don't even think that streamline even exists, let alone their adaptation of Akira. And where the fuck are you going to get a Laser Disc player at the 21th century?

  • Games Convention Chicks

    • Kosmo
    • August 19, 2005 at 7:02 PM
    Quote from Minotauro

    Would u touch this one ?

    [Blocked Image: http://paris.typepad.com/ohlalaparis/samcarson-thumb.jpg]

    Go figure out Sherlock.

  • Unreal Engine 4 announced

    • Kosmo
    • August 19, 2005 at 3:24 PM
    Quote from TomWithTheWeather

    and was next-next-gen.

    Tee hee, I love how this next-gen buzzword has popped up in everythin in the industry lately. Like year ago, no one even knew what the fuck next-gen means.

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