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Posts by D3ads

  • Need help with scaling a room! *headdesk*

    • D3ads
    • November 16, 2007 at 7:56 PM
    Quote from Defrag

    D3ads: There's an interesting level design article @ gamasutra that deals with scale & accommodating different camera positions in Max Payne. The bottom of the second page has some comments on third person versus first person design. It might be of some use http://www.gamasutra.com/features/20020 ... tta_01.htm

    Missed this first time.. doh. It says I need to signup for an account or something?

    Curman: Incoming...

  • Need help with scaling a room! *headdesk*

    • D3ads
    • November 16, 2007 at 6:49 PM
    Quote from e-freak

    The door is much too small in comparsion to the bed.

    Gah, you're right, easy to fix.

    Quote from curman

    Where did you get that bed model? I have the matress, but not the actual frame/body of it.

    It's from 'Afraid Of Monsters: Director's Cut', no idea who made it.

  • Crysis Reviews

    • D3ads
    • November 16, 2007 at 2:59 PM

    I don't think HL2 is rubbish, just overrated.. there's a difference.

  • Need help with scaling a room! *headdesk*

    • D3ads
    • November 16, 2007 at 2:53 PM

    clayman: I did all that, but transferring it into the virtual world isn't so easy!

    Mmmmk, here's an edited version:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_take2lol.png]

    Another camera angle:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_newcamera.png]

    In-game with chase_active enabled:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_thirdps.png]

    - Brought the roof down.

    - Shrunk the room's width and length.

    - Scaled the bed up.

    - Arranged window, door and mirror to fit into the tiles.

    - Used smaller placeholder textures for the cabinet/table.

    Hopefully better now?

  • Need help with scaling a room! *headdesk*

    • D3ads
    • November 15, 2007 at 10:18 PM

    Inspiration for the room is from SH2/3's hospital level, specifically this area:

    [Blocked Image: http://image.com.com/gamespot/images/2003/screen0/914765_20030827_screen006.jpg]

    It's not fps, like I said that screenshot from top down is deliberate

    [edit] looking at that screenshot again, 'my' player appears to be somewhat dwarfed in comparison

  • Half-Life: Paranoia

    • D3ads
    • November 15, 2007 at 10:06 PM

    Haha, it's funny because it's true I'm gonna sort getting a new machine next year sometime though, money pending...

  • Half-Life: Paranoia

    • D3ads
    • November 15, 2007 at 10:00 PM

    http://www.moddb.com/mods/4961/paranoia ... 6/paranoia

    December 3rd is the release people, I can't wait

  • Need help with scaling a room! *headdesk*

    • D3ads
    • November 15, 2007 at 9:13 PM

    Thanks guys, big help

  • go-kart model

    • D3ads
    • November 15, 2007 at 8:09 PM

    Oh I love it

  • AH-1W Super Cobra Helicopter

    • D3ads
    • November 15, 2007 at 8:07 PM

    Great work

  • My drawings

    • D3ads
    • November 15, 2007 at 8:07 PM

    Holy fuck, that's awesome! Not seen Akira though...

  • totally random texture thread

    • D3ads
    • November 15, 2007 at 8:04 PM

    Both textures look really nice clayman

  • Need help with scaling a room! *headdesk*

    • D3ads
    • November 15, 2007 at 8:03 PM
    Quote from Nexus

    why dizzont u use the ready hammer scale tools?

    Why don't you stop using this pathetic 'ghetto speak' in every post you make? It's fucking lame. I don't know what you're reffering to anyway, unless you mean Source's Hammer which is no use to me here.

  • de_aztecs_gold v1.3 (update)

    • D3ads
    • November 15, 2007 at 7:57 PM

    Oooh, a lot more snazzy

  • Post your pic extravaganza 2007!!!~

    • D3ads
    • November 15, 2007 at 7:56 PM

    tomato: Your expression in that photo is priceless Congrats btw.

  • Boy dressed as spider-man becomes hero

    • D3ads
    • November 15, 2007 at 7:45 PM

    That's brilliant

  • Good places in London

    • D3ads
    • November 15, 2007 at 7:44 PM

    Madame Tussauds...

  • Crysis Reviews

    • D3ads
    • November 15, 2007 at 7:42 PM
    Quote from Will

    "This is a game that feels supremely engineered, like a precision machine, or a German automobile. It makes Half-Life 2 seem old and frail, but by the same token it does nothing to diminish the imaginative achievements of that series." 9/10

    For the love of Satan, why must everything be compared to Half-Life 2 all the time? A game which is highly overrated in the first place...

    ...whereas Crysis looks fucking amazing and it would seem it plays it too. This is one of those games where graphics and technology become more important than gameplay. My question now is how the Hell is anyone going to top that? Not even Alan Wake is as complex and detailed!

  • ModDB v4

    • D3ads
    • November 15, 2007 at 7:36 PM

    OMFG TARKEH!!!~~~

    My previous comment was a *little* harsh, at least you put mod comments back again

  • Need help with scaling a room! *headdesk*

    • D3ads
    • November 15, 2007 at 7:32 PM

    If it's one thing I absolutely loathe with level design, it's getting everything scaled right.. it can really be a right bitch at times. This room is causing me a right headache as I can't seem to get the scale right at all. Take a look at this screenshot;

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_ffs.png]

    Does this look right to you? It's a single patient room inside a fairly old mental asylum. I think that the bed is the right scale because the player fits on top of it ok whereas the rest of the room is a bit out of proportion. It's worth noting that all of that is placeholder content and the ugly brown blocks at the bottom are a bedside cabinet and table respectively. I'm not detailing any of this until I get the (*&^%%%" scale right y'see!

    I did a quick mockup to show you where I'm going with this:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_mockup.png]

    If you haven't already worked out from that, the camera angle is done like this on purpose.

    It doesn't help that a lot of the props I use are off-scale to start with and I have to balance scaling them down with getting the proportions of the room right. By getting the scale of this room right, hopefully I'll be ok building other parts of the asylum.

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