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  3. Gaz

Posts by Gaz

  • The solution to urban violence

    • Gaz
    • June 21, 2006 at 7:15 PM

    I didn't way I wanted him to get a crimal record for sorting that little twat out, but it said it was in wales. And in the UK justice is never served.

    I saw in the news a year or so ago that a burglar entered someones house and started bagging stuff up, the house owner awoke and knocked the theif out with a kitchen utensil. The house owner was arrested and jailed for violence, and the thief got seen as the victim. Its appalling.

  • The solution to urban violence

    • Gaz
    • June 20, 2006 at 11:12 PM

    Thing is, the knockout guy will get a criminal record too

  • The random model thread!

    • Gaz
    • June 20, 2006 at 11:14 AM

    I like it meo Render on a meduim grey so I can see it better next time

    Black makes it hard to see, and white blinds you

  • Unity 1.5 released

    • Gaz
    • June 17, 2006 at 7:26 PM

    Its Mac Only

  • Underwater Low Poly Level

    • Gaz
    • June 13, 2006 at 11:05 AM

    Cheers guys

    Yeah thats a problem with the engine RD, to block the level off would mean hidden polys, so I left them out.

  • Underwater Low Poly Level

    • Gaz
    • June 13, 2006 at 12:36 AM

    Its the game engine we use at Uni. It is built on the Blitz3D engine, basically animations, etc are defined in the game.txt

    Its a good little engine to use, but not for proper games, as it has (at current) a very basic trigger system, "if your in range do this anim", you can't have complex trigger systems unless you devise a killer animation system, and theres only basic "wonder about" AI.

    Its nice for art demos though

  • Underwater Low Poly Level

    • Gaz
    • June 12, 2006 at 11:56 PM

    Cheers Sensee

    I've worked on it a bit more, though I'm going to leave it at this stage, unless I get some crit that really needs to be worked with

    Really Really appreciate the crits Peri

    I changed the rocks somewhat, its less noisey but still the style I wanted, I also did the lightmap as suggested, and with the spare space added more detail to the sand. I then made the oyster look better, and more sea worthy

    Anyway, heres the new build and texture sheet:

    Download here

    [Blocked Image: http://www.gazoid.com/challenges/overall2.jpg]

  • Underwater Low Poly Level

    • Gaz
    • June 12, 2006 at 8:16 PM

    It was a challenge set on my Uni forums

    Regarding the lightmap, I felt it looked 10x better than vertex lit.

    And as for the textures I agree, although I used the small overlays for variation in shading, I'll look into improving the textures (mainly the cliffs) later

  • Underwater Low Poly Level

    • Gaz
    • June 12, 2006 at 7:12 PM

    I recently took part in a challenge to create a 1000 poly model with a 512x512 texture space, with alphas (opacity) allowed.

    The theme was an underwater FPS. I chose to make a level, as I thought it would the most challenging thing to do

    Anyway, I though I'd post what I made for you guys to play.

    [Blocked Image: http://www.gazoid.com/challenges/splash.jpg]

    Click to Download

    Its about 2.3Mbs

    To run just double click the cauldron.exe

    Its set to run at 1280x1024, if you need a smaller res, please edit the start.txt as necessary

    The entirety of the level makes exactly 1000 polys, with all the textures together totallying 512x512.

    And heres my texture sheet:

    [Blocked Image: http://www.gazoid.com/challenges/overall.jpg]

  • de_trading for CS:Source

    • Gaz
    • June 12, 2006 at 6:43 PM

    I love the railway part, especally the shot of the tunnels.

    Only thing that I don't like is the water fog colour, its too blue and doesn't fit the rest of the level for me. Perhaps a more browny colour would suit better?

    Good job though

  • FPS/RTS

    • Gaz
    • June 5, 2006 at 2:17 AM

    Imitation is the sincerest form of flattery

    If its good, people will copy/modify

  • The random model thread!

    • Gaz
    • May 30, 2006 at 1:26 AM

    ...Hessi you git, thats what I was saying Just in a more complicated harder to understand way...

  • The random model thread!

    • Gaz
    • May 29, 2006 at 7:23 PM
    Quote from Minotauro

    vmt:

    Code
    VertexLitGeneric
    
    
    {
    
    
     "$basetexture" "models\mino\avon_scaffolding_mino" 
    
    
    "$translucent" "1"
    
    
    	"$alpha" "1"
    
    
    }
    Display More

    Ok, resave your source texture (one you use in max/maya) as avon_scaffolding_mino_alphaparts, bring it into max/maya whatever, place it over the areas you want translucent. Leaving the original texture in parts you don't want translucent.

    Re-export your smd, and duplicate your vmt.

    Rename the vmt to: avon_scaffolding_mino_alphaparts and save.

    Open the avon_scaffolding_mino vmt, and take out $translucent and $alpha and save.

    That should now fix the alpha sorting (the problems your getting).

    Note: you don't need to compile the avon_scaffolding_mino_alphaparts texture in max/maya to a vtf, as it will pick up the vmt we duplicated and renamed.

    Hope that all makes sense

    *Edit: If the floor uses a mask (on or off alpha) repeat the above process, but in the new vmt, replace $translucent and $alpha for $alphatest" 1.

  • I just can't f*cking believe it... [graphic content]

    • Gaz
    • May 28, 2006 at 10:54 PM

    That is truely sick.

    I knew Essex was bad, but thats awful

  • Shattered Gordon...

    • Gaz
    • May 27, 2006 at 10:06 PM

    That happens on a friends card, they have an ATI, I have nVidia and no problems

  • Building my Portfolio (Image heavy) I need a job!

    • Gaz
    • May 26, 2006 at 12:49 PM

    Thanks guys, Really appreciate the feedback.

    Regarding the level design, yeah I agree its pretty simple and open. The levels from the first part of a "full game" and is mean't to be like the hub level that the players come back to to restock, and talk to new rescued towns people etc

    The narrative that the level has, meant that it needed to be rather simple, so that a 5 year old can navigate it and know where they need to go etc

    The idea on the giant tree was that it was once where the "holy chub" lived, but it fell down in old age, so the villagers built a tower out of stone, and used the remains of the tree as houses.

    Thanks for the tip insta, I'll take a look into that, at the moment though the levels pretty much in a done state, whilst I finish up all the documentation that my degree requires.

    Afterwards though, once the documents are done, gameplay will be finalised and I may release my level as sort of "demo" of the game

    I couldn't reply with smilies for some reason *unhappy face*

  • Rockstar Vienna closed

    • Gaz
    • May 26, 2006 at 12:07 PM

    My lecturer told me that they will do this, especally to programmers, as they have the ability to completly screw up a project. So thats the only way they can fire them, purely on a "saftey of the project" reason.

  • Studio 1

    • Gaz
    • May 24, 2006 at 12:26 AM

    This is looking really nice ferret I like the hotel area the most

    How much stuff like detail props does BF allow you to add? more stuff like thr crashed chopper would add even more

  • Building my Portfolio (Image heavy) I need a job!

    • Gaz
    • May 24, 2006 at 12:23 AM

    Hey all

    Please download a flyby of my video, it has sound but is rather quiet so you may need to turn it up a bit. Enjoy

    Download Here

    Note: This videos in DivX format

  • totally random texture thread

    • Gaz
    • May 23, 2006 at 11:25 PM

    Yeah Hessi, thats how I made the large waterfall blend into my river on my final project

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