Yea some studios use Maya. I'm not convinced if this is the ideal solution from a workflow perspective. It seemed to take a long time to create levels in the one studio where i have seen it and they had multiple designers on one map. I guess this can be dealt with by writing better plugins tho.
Posts by Steppenwolf
-
-
Quote from Gloglebag
So what happened to the grin editor, who owns the rights? Do those former grin guys that formed new studios have it?Any ways sound a lot like autocad snap system.
The Andersson brothers still own the rights for their technology. They have founded a new company. I have no idea what game they are working on only that something is happening there. The technology is also used by Fatshark AB, who just recently release Lead & Gold.
-
- no overbearing amount of features on the surface (buttons, options, settings etc)
- streamlined workflow that got rid of many of the small tasks that old level editors force their users to waste time on
- easy rotating, scaling, aligning with just a click on the keyboard (Minos already mentioned snapping which is part of that)
- easy grouping and selecting
- layers
- previews for the asset browser
- wysiwyg 3D Window
- scripting tools with a virtual interface that don't require to write any scripts by hand
- stability (yes thats's very important)
- undo/redo
-
Hackers of the future will write viruses for humans. Kinda scary to think about it.
-
Quote from Minotauro
How come the game went from this:
http://%7Boption%7D[Blocked Image: http://th02.deviantart.net/fs26/PRE/i/2008/142/b/e/DX3_Lab_by_barontieri.jpg]
To this?
http://%7Boption%7D[Blocked Image: http://www.abload.de/img/9x7jv.jpg]
In the concept they have this bit of blue stuff on these laboratory things which serves as complimentary color to yellow. It's like the most basic rule of color theory and that really is all that is necessary to break up the monochromatic look. And a few white (or almost white) light sources would bring out the textures much better and help to add more depth to the scene.
And it's not that in a night city you have to rely on yellow light sources for realism sake.
[Blocked Image: http://i49.tinypic.com/bj7k13.jpg]
-
They really need to do something about the monochromatic lighting. It seems like one of these typical cases where an art lead thinks that looks awesome but all it does is to ruin a great portion of the work that went into the textures and models, which is a shame because obviously that stuff is of high quality.
I don't know why this line of thinking is still there in the heads of some art guys. Basicly every "monochromatic" game that came out got heavily critized for it by the players. All the "brown games" got a lot of complaints. In recent memory the yellow "piss filter" from Codemaster racing games comes to mind.
-
That's a pretty awesome trailer. Only thing that i don't like is the yellow piss lighting everywhere. Sure thats a pretty common light color in a metropolis at night but so are white and blue lights that would counter balance the monochromatic look.
-
Think of the awesome possibilities for the military!
-
Happy Pirthday!
-
Better quality then the real AVP movies.
-
Very cool. One thing that i noticed is the rock in the first pic. It looks so organic as if it grew around the concrete parts and not the other way around. Shapes should be sharper imo.
The desaturation isn't bad in case of your map but it would look better if the fire still had strong red, orange and yellow colors. Should be possible if UDK has a good system for color correction. Have you seen Lessons in Darkness by Werner Herzog? Could be the perfect ref for your ambience.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
I did some singleplayer levels at Grin. Visual scripting right in the 3d environment via entities. It's not very hard, tho becoming an actual expert is a lot of work. I usualy always needed help for some of the more complicated scripting. I prefer it if a company makes destinction between level designers and gameplay scripters. It's much more fun work for me to just create worlds.
-
The older the better imo. These old HD pictures and some old films are the closest that our generation will ever come to a time machine.
-
One guy who worked with me on my Nuclear Dawn map works on this now. Looks cool.
-
I used to hate DiCaprio. He earned a lot of respect from me after i saw him in The Aviator (THE role where he really showed that he can act and not just be a hysterical pretty boy in front of a camera). So i like him a lot more now but i still think he's the wrong cast for most of his roles. Maybe when he's 50 or 60 he can pull off the roles perfectly that he plays now. He will look like 35-40 then.
-
Interesting concept. Only thing i hate is to see DiCaprio casted again and again into roles that he looks too young for.
-
I want a HD projector so badly but yea i just spent like 600 Euro for a suit and have some big bills coming from the dentist

Hopefully i can afford one before next winter. Projector only makes sense when its dark outside anyway (don't have a room without windows).
-
Quote
":1rs0oyd4]What in the world is this thing? Oo
It's a huge ass digger for surface mining.
-
I think it's a bit harder for LD's to land a job at one of their dream companys because every company has very specific requirements. You need to know a lot of different editors and 3D tools and need to be good at scripting and good at visuals if you want to have a good chance everywhere.
But i think most LD's are a bit specialized into one kind of editors and in either scripting or visuals.
-
I found the first Thief to be the most scariest. Didn't found the other two half as scary but maybe because i was older and already used to the atmosphere/gameplay of the series.