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Posts by D3ads

  • The random model thread!

    • D3ads
    • January 20, 2008 at 3:14 PM

    Nice

  • mapCon: phase 2

    • D3ads
    • January 20, 2008 at 3:12 PM

    You know I would love to goto this but I don't want to travel overseas on my own, I'm quite self-conscious about that. Mac, perhaps you and I could meet up in London and fly together or something? I think it might be too late for me to come now anyway, oh well.

  • The Forgotten

    • D3ads
    • January 20, 2008 at 3:05 PM

    Construction process:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev1.jpg]

    Most of these are from Hammer. Using very basic textures, I scaled the room to the right proportions and slotted the bits together, labling each part so I knew what was that. I started off with texturing the stairs as that was going to be the first thing I would make. Hessi's radiator model (<3) had already been reskinned from a previous incarnation of TF, so there was nothing new to make there.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev2.jpg]

    Built the stairs, added some more props.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev3.jpg]

    Started to texture the walls, created most edits in the PSDs, then combined the layers and painted some details onto the flattened images.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev4.jpg]

    Made a temp floor with combined photos, textured the most of the other surfaces, finalised doors, the window at the back and the lift. The stairwell textures were still being scaled properly here, hence why the rough name-tag is still visible. Added cardboard boxes under the stairs.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev5.jpg]

    Used the previous photo flooring as a layer to paint the proper ground, added proper shadows under the props, mirrored the floor onto the ceiling temporarily whilst the ceiling texture was yet to be painted. Finalised the stairwell wall and added a can as a piece of trash.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev6.jpg]

    Added the ceiling with light strobes, put a bottle by the lift, textured the can properly, added lighting and finished the last texture for the wall.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev7.jpg]

    Now in-game shots. Added fixtures to the pipes, glows to the strobes, experimented with graffiti tags.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev8.jpg]

    Darkened the lighting, completed all graffiti tags and torn posters, added shadows on the ceiling emitted from the pipes and light strobes. Completed

  • The Forgotten

    • D3ads
    • January 20, 2008 at 2:40 PM

    Heh, I have things planned out, structure, storyline, lots of dialogue and some layouts. I wouldn't have started if I didn't have things set out, I'm not exactly a friggin n00b you know! I'm not exactly sure about the build time to be honest, having looked through the file dates, I've worked on it for 2 weeks along with other bits of the mod and reading through Doom 3 tutorials. I think maybe if I slotted the hours together it'll be less than a week, I don't actually see how a room would take that long,( forgive me (hah) my memory is a little hazy). This apartment was mainly a structural test for indoor detail, wanted to see how far I could push it and I'm very pleased with the results. Now that I am all tooled up as to how to construct these areas, build-time will hopefully be quicker.

    Quote from Sentura

    50 weeks is only 11,5 months since a year is 52 weeks. for a room like this two weeks or even one week work time is simply too much. honestly, move to another engine and you can save time not to mention effort. d3 please consider it, it feels wrong to see such a willful project take so much unneccesary time when you could do it in half of that.

    Except that Source development is a lot longer and the method of building the environments would be no different. Storyline, gameplay and atmosphere are the most important factors for TF, this is about making a truly great horror game that can possibly become the best mod for Half-Life, graphics although high-def for the engine, are not nearly as important, SH2/3 style graphics is what I'm aiming for.

    Anyhow the moddb page is live:

    http://www.moddb.com/mods/10470/the-forgotten

    Go watch and comment

  • They Wonder Why People Don't Make PC Games Any More

    • D3ads
    • January 15, 2008 at 4:06 PM

    Unsurprised by these findings, kind of worries me that if this gets worse (and it most likely will), titles for the PC are going to go into decline. I think it's fair enough if you want to download a game to try it out for a bit to see if it's any good because sometimes demos are either so shit or contain some of the dullest moments from the full-game that you never quite know what to expect. Then you either buy the proper article or you delete the game from your hard-drive, there's no excuse for piracy here, the whole argument about downloaded music doesn't even come into this either.

  • The Forgotten

    • D3ads
    • January 15, 2008 at 3:40 PM

    Two weeks on and off, actual buildtime is probably just over a week, that's everything.. custom textures, geometry, and skins for the props I used. Textures are the bulk of the workload, as I edited them several times until I got them how I wanted them.

    If you guys want to see how it was done, I saved several WIP shots from start to finish...

  • [Painting] Normal Girl Portait

    • D3ads
    • January 14, 2008 at 1:48 PM

    Christ the original painting is so out of proportion, I thought it was a guy

    Koko totally owned here

  • What Are You Playing '08 Thread

    • D3ads
    • January 14, 2008 at 1:40 PM
    Quote from D3ads

    F.E.A.R. Perseus Mandate

    This is actually pretty good, the reviews are very harsh on it, it's not as bad as some people make out. It expands on the storyline effectively and although some areas look very ugly, there's a lot of areas that look really cool as well and the new enemies are fun to fight against. There's some awesome horror scenes as well, I actually freaked out a fair bit through this unlike the original game!

  • Crysis Character Facial Detail

    • D3ads
    • January 14, 2008 at 1:36 PM
    Quote from Slainchild

    Only 1024x1024?

    That's what I was thinking, I expected 2048x2048 tbh

    HP, can you post the other maps for that face? I want to see just how much stuff is involved!

    and yes, I meant Medal Of Honour: Pacific Assault, the way the face is made up is similar.

  • Welcome to the New Forums!!

    • D3ads
    • January 11, 2008 at 10:45 PM

    Can screenshots be fixed up? Anything bigger than 800x600 is trimmed off on the right side

  • Crysis Character Facial Detail

    • D3ads
    • January 11, 2008 at 10:41 PM

    Nice, reminds me of the faces in MOD:PA, just much higher res

  • The Forgotten

    • D3ads
    • January 11, 2008 at 10:38 PM

    Heh, I'll mess about with some normal maps just to see if it works or not.

    Anyhow, finished up the condemned building:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/condemned_building01.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/condemned_building02.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/condemned_building03.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/condemned_building04.jpg]

    Once again the area is meant to be dimly lit because only one light has both strobes working, you use your flashlight to see where you're going mostly. I faked some source-like lighting in an earlier screenshot and came up with this:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_dev_lightmapped.jpg]

    Source's fancy lighting isn't necessary here because the room is meant to look dull and unsettling, pretty and bright lighting distracts from making the area feeling this way imho.

    I'm so tired of this area now , it'll be good to work on something else!

  • DICE: Mirrors Edge Screenshots

    • D3ads
    • January 11, 2008 at 3:35 PM

    Doesn't look right to me I'm afraid, spoils the scene. If it aint broke.. don't fix it.

  • New Yahtzee review

    • D3ads
    • January 11, 2008 at 3:34 PM

    This time it's Silent Hill Origins:

    http://www.escapistmagazine.com/article ... ll-Origins

  • The random model thread!

    • D3ads
    • January 11, 2008 at 2:41 PM

    Nice tree Psyshokiller

  • WIP in WIP, post your level screenshots!

    • D3ads
    • January 11, 2008 at 2:40 PM

    Looks excellent, you should team up with Method and make something truly spectacular

  • CS_Metroplex

    • D3ads
    • January 11, 2008 at 2:38 PM

    That's coming along nicely! Love the Cinema listing

  • Trying to install new RAM (aka 'D3ads is an idiot part 3')

    • D3ads
    • January 11, 2008 at 2:33 PM

    Nope, learning Doom 3 instead.

  • DICE: Mirrors Edge Screenshots

    • D3ads
    • January 11, 2008 at 2:33 PM

    Great construction work.. but what's with all the blue and other colours?

  • Valve to acquire Turtle Rock Studios

    • D3ads
    • January 11, 2008 at 2:31 PM

    I thought they were already owned by Valve anyway, since they only produce stuff using Valve's technology...

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