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  3. Hipshot

Posts by Hipshot

  • How could 'we' solve a problem like this?

    • Hipshot
    • August 29, 2005 at 12:26 PM

    We = people that don't work in the gaming industri, and has a company backing us.

    Read this:

    http://www.csgamezone.com/showthread.php?t=1343

    What could be done really? Even if you say that this asset is "© me" there is no way to stop people from stealing your work and if you don't have any big money or a company to back you, there is nothing more to do then mail and ask them to stop, right?

  • wanting wireframes from modern games

    • Hipshot
    • August 29, 2005 at 1:05 AM

    Triscount here is ~270k.

  • wanting wireframes from modern games

    • Hipshot
    • August 29, 2005 at 12:43 AM

    I wanna help out too!

    [Blocked Image: http://img372.imageshack.us/img372/3619/tvy8is.gif]

  • Second release - 5 skies.

    • Hipshot
    • August 28, 2005 at 5:44 PM

    Good idea, I'll see if thats possible, I don't know how good it would look with a static wolcano though, many games supports portal skies these days. But I'll try, its fun making these even though its very time consuming, I don't do anything else, haven't been with friends or out for a while now

    Actually I'm a bit against structures and ground in skies for that reason...

  • dm_intense

    • Hipshot
    • August 28, 2005 at 5:13 PM

    As much as I think the first image is simple, as much do I like it.

  • Second release - 5 skies.

    • Hipshot
    • August 28, 2005 at 4:31 PM

    Btw, does anyone have a 'request' or some ideas? I might do them. I'm planing to make 10 or 9 skies before I stop, I've already made a 6th. Its a pretty simple starsky with a moon and some smaler clouds in the horizon, I just need to come up with a good name. Also planing on making another spacesky like the interstellar, cause that really looks cool.

    Edit: Fuck I happend to delete the new clean star sky, heh, I'm an idiot sometimes... damn now I know why I would be discarded as a MTG card...

  • Second release - 5 skies.

    • Hipshot
    • August 28, 2005 at 4:06 PM
    Quote from KungFuSquirrel

    Hmm. All look great, but I don't think the small bit o' earth in interstellar works that well... everything else is so grandiose, but that just feels kinda tacked on.Great work, though, I might have to use that orange one for the sky in my little eclipse partial remake project.

    I don't like that either, a friend told me to put it there, but I have been thinking of removing it since. It feels misplaced and also the surface is bad on the earth, not clean enough. I'll probably remove that later this evening.

  • Second release - 5 skies.

    • Hipshot
    • August 27, 2005 at 10:07 PM

    Added a fifth.

    For all our Unreal needs!

    [Blocked Image: http://www.zfight.com/misc/images/te…ellar_small.jpg]

    Check the first post for download, here's the large version.

    http://www.zfight.com/misc/images/textu ... _large.jpg

    Can a moderator change the name, to maybe just skies, if I make more? Actually I tried changin' my topic self, that worked, now I can change the number when I add a new

  • Whats a good download program for Firefox?

    • Hipshot
    • August 27, 2005 at 7:34 PM
    Quote from Squad

    No, it's Min0 after his dad hit "disconnect".

    Oh, uhm, so he still lives at home with his dad?

  • Whats a good download program for Firefox?

    • Hipshot
    • August 27, 2005 at 7:07 PM
    Quote from Minotauro

    Firefox default downloader doesnt support resuming. Last week I was downloading some big shit (500mb), it was at like 60% and my dad accidentaly hit "disconnect" and then I had to restart the download

    Hmm, is that your dad on the avatar of yours?

  • Second release - 5 skies.

    • Hipshot
    • August 27, 2005 at 6:04 PM

    * MIRAMAR UPDATED* When I awoke high noon this day, I noted that I uploaded and released the wrong version, that is now fixed, the sun looked odd on the older one...

    Quote from Pericolos0

    the miramar one is fukin awesome

    And now its better cause its the real version not the temp.

    Quote from Bic-B@ll

    they do look very cool although they seem to be in a perspective where you're above the clouds

    Yea but, miramar and grimm can be used pretty normal, espec Miramar looks very good, its like the airport map in Raven Shield, for those that played that (awesome) game.

    Quote from Zacker

    Those skies are pretty well made! Made in which program?

    Core in Terragen, the rest in Photoshop, using photos of skies that I've taken and also found on the web.

    Quote from TomWithTheWeather

    You should probably also mention that these would work fairly kickass in a UT map. :wink:

    I did mention Unreal, and that covers UT I think these skies (except grimm) would fit Unreal just perfect, its that kinda style, light and color-ish.

    Quote from mike-0

    boner.how do i get these to work?

    I take you mean Source, else I think you would have known. You need to convert them to vtf and then write a shader for each of the six images. I don't release source specific textures and shaders, I don't like that since I release my textures on many sites for different games, TGA is universal.

  • Your awsome lightning in maps!

    • Hipshot
    • August 27, 2005 at 12:23 PM
    Quote from JacK

    Wooow, cool .D So many replies, thanks, I'll work on this, and idiotking, how did you know I was norwegian? lol

    I think he aimed for, 'Norway isn't his last name'

  • Second release - 5 skies.

    • Hipshot
    • August 27, 2005 at 7:39 AM

    Here we go.

    Click to enlarge the images, go to the bottom for downloads.

    I would love to see any of the 'days' skies in Unreal or Quake, fits those games best I think, since I adjusted them for floater maps.

    Same deal as before, only TGA. NO source specific shaders included.

    (This doesen't look good inside Q3, much better in Source, has probably with the low color information to do, Q3 doesen't display that too good, looks like a 16bits texture.)

    [Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/grimmnight_small.jpg]

    [Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/stormydays_small.jpg]

    (updated 27th, added the correct sky with the better sun)

    [Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/miramar_small.jpg]

    [Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/violentdays_small.jpg]

    (updated 28th, removed a funky planet)

    [Blocked Image: http://www.zfight.com/misc/images/textures/envmaps/interstellar_small.jpg]

    Download:

    Grimm Night

    Miramar

    Stormy Days

    Violent Days

    Interstellar

    SOURCE versions by Slackiller, thanks alot.

    http://www.slackiller.com/downloads/sky_grimmnight.zip

    http://www.slackiller.com/downloads/sky_miramar.zip

    http://www.slackiller.com/downloads/sky_stormydays.zip

    http://www.slackiller.com/downloads/sky_violentdays.zip

    http://www.slackiller.com/downloads/sky ... tellar.zip

    How to use them:

    You need to write shaders for most modern games, for source you need to convert them to vmt and vmf files.

    Shader to use in Q3 (basic).

    Code
    textures/xxx/xxx
    
    
    {
    
    
    	qer_editorimage textures/xxx/xxx
    
    
    	q3map_noFog
    
    
    	q3map_globalTexture
    
    
    	surfaceparm sky
    
    
    	surfaceparm noimpact
    
    
    	surfaceparm nolightmap
    
    
    	skyparms textures/xxx/env/skyname - -
    
    
    	nopicmip
    
    
    }
    Display More

    Source (basic (needs to be applied to all six images))

    Code
    "UnlitGeneric"
    
    
    {
    
    
    	"$baseTexture" "skybox/skyname"
    
    
    	"$nofog" 1
    
    
    	$ignorez 1
    
    
    }
    Display More

    How to get them working in Doom 3

    Quote from iceheart @ doom3world.org

    They need some work to work in Doom 3 though (I just tried the violentdays one but I assume the other ones have the same naming/orientation).Original file name on left, D3 file name on right:

    Code
    violentdays_rt = violentdays_left
    
    
    violentdays_ft = violentdays_forward
    
    
    violentdays_lf = violentdays_right
    
    
    violentdays_bk = violentdays_back
    
    
    violentdays_dn = violentdays_down
    
    
    violentdays_up = violentdays_up
    Display More

    In addition the up image must be rotated 90 degrees clockwise and the down image rotated 90 degrees counter-clockwise.The material shader I used:

    Code
    textures/skies/violentdays
    
    
    {
    
    
    	qer_editorimage	textures/skies/violentdays_back.tga
    
    
    	noFragment
    
    
    	noshadows
    
    
    	nooverlays
    
    
    	forceOpaque		// so transparent windows can draw on top of it
    
    
    	{
    
    
    		forceHighQuality		// new addition to make hires texture 
    
    
    		nopicmip		// new addition to make hires texture 
    
    
    		blend add		// so transparent windows can draw on top of it
    
    
    		cameraCubeMap	env/violentdays
    
    
    		texgen	skybox
    
    
    		texgen	wobblesky .0 .0 .0
    
    
    	}
    
    
    }
    Display More

    Then it works!

    http://www.doom3reference.com/violentdays.jpg

  • WIP in WIP, post your level screenshots!

    • Hipshot
    • August 27, 2005 at 7:13 AM

    @ mike-0, yea, why abandon it?

    Quote from insta

    Holy snap, Hipshot. You made The Velvet Yard? I remember looking at screenshots of that map a long time ago, it looks amazing.

    Thanks.

  • What areas should I focus on as a game dev?

    • Hipshot
    • August 27, 2005 at 1:03 AM
    Quote from kleinluka

    Some of you guys here are thinking far too HL oriented.

    Pff, that is not HL specific, I don't consider myself a HL-kinda guy, more Quake. The reason is more bad indepth knowledge of the industry and how it works. But I consider it to be 50/50, cause maps are what we see, it display the effect, game and the style...

  • WIP in WIP, post your level screenshots!

    • Hipshot
    • August 27, 2005 at 12:37 AM

    To be honest, that doesen't look that good, as Gin says, what the deal with the Comb Wall and the concrete wall? If this is supposed to be a 'scene' that is made just to look super detailed for screenshots, then you have ALONG way to the goal and need to spend alot more than 45 mins for this. I made a 'screenshot' map for Q3, that took me ~3 months active mapping.

  • What areas should I focus on as a game dev?

    • Hipshot
    • August 26, 2005 at 10:42 PM
    Quote from ginsengavenger

    that's a really weird deja-vu double post. zazi/hipshot, separated at birth?

    Maybe we are, or maybe its just that we know the truth so very well.

  • Your awsome lightning in maps!

    • Hipshot
    • August 26, 2005 at 10:13 PM

    I try to make lighting as realistic and atmospheric as possible, (who don't). This is my first source map, and I think I succeeded pretty good in that. The key in source is that the lightmap looks very good, very highquality. Using low values where there is alot of shadowing is a good thing (now always ofc), as you can see I forgott that on the arches, and those doesen't look that good cause of that.

    http://zfight.com/vexii/de_velvet_east13.jpg

    Another thing is, this is mainly that I come from Q3, but I use alot of textures that emits lights, like lamps and such, I don't think the point light is any good when making square lamps, I've seen that some people uses that, and I don't think its looks good at all.

    Here I used light spots under the lamps, and also the lightmap on the wall is standard (16u) which makes it more smooth, good for that scene.

    http://zfight.com/vexii/de_velvet_east14.jpg

    I don't think that to much flares and coronas adds much to a map, its not that realistic as many seems to think, if its not very hazy or lush, seems people puts those in snow maps cause they think just cause its coold the light rays are visible, that is not true.

    I for most part makes sunlight much brighter than the skylight, sometimes almost 'over saturated' cause it give a very hot feeling (see the garage shot), and I like that, of course it depends on the map.

    http://zfight.com/vexii/de_velvet_east06.jpg

    Sometimes the right texture give the right feel also, not only the light, not all textures looks the same in the light, some textures looks better than others.

    Also, phong shading is a great way to make hard edges look smooth, you could, with the right light tweaks make a ~6 faced brush look almost as if it were ~14 faces thus making a round pilar.

    Edit: Sorry if those images are non AA, I forgott that when I shot those. Looks bad I know.

  • What areas should I focus on as a game dev?

    • Hipshot
    • August 26, 2005 at 4:42 PM

    As I see it, there are two big dev areas, that can be hard to combine if one is looking for a job in the industry.

    Graphical Design and Coding.

    Graphical design goes hand in hand if you are a bit skilled in, mapping, texture cration, modeling, animation and art

    Then there is coding which contains different languages both game code and different www and more (dont know really Im the above)

    I don't know anyone that is hardcore talanted in both areas actually since they booth take a long time to develop, you can never know everything since its constantly coming new stuff, both things to code and to design for.

    I'm not saying that a mapper can't code, and reverse, but I'm saying that the chance to apply for a job in both areas might be hard if its the real deal, "know how to edit what you look at even though you never did it before"

    When it comes down to level design specific, to be able to work with UnrealEd, Radiant and Hammer is a big plus, cause then you can look for jobs in engines (already mentioned), Doom, Source, Unreal, and games around those engines. Every game based on the same engine is in most ways the same, and learning the smaller differences arnt so hard if you know what you do. Also games that spawns with the same engine but newer (next-gen) is also very easy to adapt, since its the same core, just look at all people making Source maps, its the same way as making levels for HL1E, which is based on the Q1E, same with Doom, its the same as mking levels for Q3 almost, same goes for unreal and many other systems.

    I'm a bit tired now so I hope that makes any sense. and sorry for any typos and grammar errors, don't feel reading through the text

  • The Island & Product placement

    • Hipshot
    • August 25, 2005 at 11:16 PM

    Scarlet looks a bit like my friends gf (she is also a actor, but swedish), just a bit though scarlet is probably taller.

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