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  3. Bl1tz

Posts by Bl1tz

  • Interview with Garry on Shacknews

    • Bl1tz
    • July 26, 2007 at 5:46 PM
    Quote from FMPONE

    I will just again stress how much of a complete and utter failure Dystopia, the shining paragon and example of the type of mod development you're propsing has been.

    Dystopia is not a failure in my eyes because it's the most fun I've *ever* had with a mod. I've played it every night for like the past 4 months and I'm still not sick of it. It actually blows me away that Dystopia is a mod release because it's so incredibly fucking deep.

    Some of the maps look like ass, and it has a tough learning curve, but if you can get over those two things you're going to have a lot of fun.

  • Silicon Knights sues Epic Games

    • Bl1tz
    • July 22, 2007 at 9:09 PM
    Quote from Fletch

    Anybody that tries to convince you that that a game studio must absolutely have 400 people to produce a next gen title is either lazy, lacking vision, or a combination of both.

    I don't doubt Epic's talent -- they've proven themselves to be very very talented over the years. I'm not saying they need 400 people, but 75 people between two completely separate projects and all of their middleware support sounds like they really stretched themselves thin.

  • Silicon Knights sues Epic Games

    • Bl1tz
    • July 21, 2007 at 5:18 AM

    IF AND ONLY IF* what Silicon Knights says about Epic in the suit is true then...

    I think Silicon Knights may have a case in terms of Epic misrepresenting themselves as being capable of providing the services they claimed they would. If it's true that Epic is only 75 people in the whole company, I would say that right there is a misrepresentation of their ability to handle their own middleware licensing. I would have thought Epic had that many people working on the engine and licensing alone, nevermind that many throughout the company.

    Epic had no less than 2 full games in production (and probably at least one more unannounced game) during the time period Silicon Knights is claiming in their suit...if they really only topped out at 75 people, that is fucking absurd.

    Now I know that Epic works with companies like Demiurge for example who handle a lot of the UDN stuff, but Epic shouldn't be contracting that stuff out to other companies who aren't 100% dedicated to dealing with issues that arise from engine licensing.

    If you look at id, they only really licensed out their tech to a handful of companies (Raven, HumanHead, etc.) and they were all doing FPS games so you could manage something like that while still maintaining a relatively small team like id does.

    I think the courts should look at the size of other prolific middleware houses (especially ones that also develop games as well e.g. Criterion/Renderware) and see what kind of staffing they have to support their clients. It's pretty hard to imagine Epic being able to support the vast number of issues that I'm sure cropped up amongst the legions of developers who licensed the tech with only 75 people total at the company.

    * My thoughts are only hypothetical depending on whether or not Silicon Knights is telling the truth!

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • July 16, 2007 at 7:59 PM

    Rehost the shots Robert I want to seeee

  • ultra newb has problems

    • Bl1tz
    • July 12, 2007 at 1:35 AM
    Quote from FMPONE

    First question on what will be a long and torturous journey:[Blocked Image: http://www.uploadhouse.com/fileuploads/235/2353235619f2388c5ab570582c03769a16edfc.jpg]

    why the fuck are my refs being blurred/pixellated like this ? O_o

    (I'm not actually trying to model the moon for the curious)

    Might just be the window settings. Try rendering it out and it should actually render at its correct original resolution. I haven't fiddled with Max's settings in a while but I'm sure there's probably an option for the window like "No Downsampling" or something

  • The Darkness Over Teddy!

    • Bl1tz
    • July 2, 2007 at 4:11 PM

    A bunch of us just watched the intro to the game and it's really amazing stuff. Nice work Teddy, czg and crew

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • June 26, 2007 at 5:36 PM
    Quote from the0rthopaedicsurgeon

    :words:[Blocked Image: http://img156.imageshack.us/img156/5085/l4dyama20008ys2.jpg]

    I really really love the atmosphere of the map overall. Overgrown = delicious.

    The one thing though is in the screenshot I'm quoting, the lighting looks a bit off on the tree with the bright/white leaves. It really stands out considering the lighting in the rest of the shot. Otherwise, great stuff...looking forward to running around in it when the time comes.

  • New book - I need dev interviews.

    • Bl1tz
    • June 20, 2007 at 6:18 AM

    Another Hourences book!

    I'll send in my answers even though I was in the first book and I'm a level designer, but maybe they'll be good answers?

  • WIP in WIP, post your level screenshots!

    • Bl1tz
    • June 17, 2007 at 12:42 AM
    Quote from FMPONE

    [Blocked Image: http://www.uploadhouse.com/fileuploads/163/163396880bfa6067b50634ddec2731a6037114.jpg]ty james o'hare, kamjar fadai, warby, philk

    Is this gonna be for Dystopia?

  • Now playing

    • Bl1tz
    • June 12, 2007 at 2:32 AM

    Dystopia (HL2 mod)

    System Shock 2

    I also loaded up the original Prince of Persia for a few hours the other night...it's still a lot of fun but then again I'm a fan of jumping puzzles.

  • totally random texture thread

    • Bl1tz
    • June 1, 2007 at 11:18 PM
    Quote from Method

    Here are some "source - final texture" comparisons from my first texture set for Doom3/Quake 4:[Blocked Image: http://www.methodonline.com/temp/comparison1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison4.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison5.jpg]

    Note: Sorry about the size, a little big for forum posting.

    You can see those textures implemented here:

    http://www.methodonline.com/temp/meth_test.htm

    Feedback is welcome,

    -Method

    Display More

    I'm really digging these Method. Would you be interested in writing up some quick tutorials for how you approached doing maybe 1 or 2 of those? I'd be interested to learn your perspective since I know you're more of a level designer than a texture artist, but those do look great so I'd love to know a few of your tricks

  • Quick showreel crit

    • Bl1tz
    • May 16, 2007 at 4:41 PM
    Quote from tomdon

    I have been invited for an interview .

    That rocks. Good luck man!!

  • The random model thread!

    • Bl1tz
    • April 26, 2007 at 7:50 PM

    Holy shittt. That is awesome.

    I started making a Dystopia map a year ago and kinda stopped but

    I still play the shit out of it and I'd still love to do a map if I could use assets like this

  • LinkedIn

    • Bl1tz
    • April 24, 2007 at 5:52 AM

  • How many of you wore a suit to your interview?

    • Bl1tz
    • April 23, 2007 at 7:56 PM

    I wore a shirt and tie to my first interview, overheard the devs that worked there making fun of me, didn't get the job, so never again.

    Wore whatever I felt like for the rest of my interviews, got an offer on every single one except one.

    Look at like this: when your potential future boss comes out to greet you and he's got a 5 ft mohawk, you don't want to be the guy wearing a suit.

  • Normal maps in Source overlays?

    • Bl1tz
    • April 22, 2007 at 1:45 AM
    Quote from Furyo

    There, I moved it No, I just wanted to come up with a bootprint overlay. A simple normal map that would be displayed on top of whatever ground you want to use.

    I tried to use a blank basetexture in case one was needed, but the normal map remains black

    Did you try changing the values of the alpha channel in the diffuse map? Maybe if you make the alpha channel completely white (or is it black? I forget) it will make the diffuse map completely invisible and only display the normal map.

  • Halo 3 Multiplayer behind the scenes

    • Bl1tz
    • April 10, 2007 at 11:09 PM

    I played 10 minutes of Halo and turned it off and never played it again. Never played Halo 2 but it looked pretty much the same. Consoles and good FPS games just doesn't compute for me

  • Normal Mapping Headache

    • Bl1tz
    • April 10, 2007 at 5:57 AM

    If I remember correctly, things start to get messed up if your indentations are too deep and at too much of a 90 degree angle. It looks like the the part of the normal map that's messing up is in fact the part on your model where you have some deep, 90 degree indentations. Try making it a 45 degree angle making the distance that it's extruded much closer to the surface.

  • Automatic normal maps from diffuse textures...in 5 seconds

    • Bl1tz
    • April 9, 2007 at 9:38 PM
    Quote from kat

    Only got this pic up atm but everything in this map was done using CB (except for the Q4 specific stuff obviously). It really shines when doing organic stuff (bit of a shameless pimp I'm afraid as I've only got in game shots available).[Blocked Image: http://www.katsbits.com/images/maps/ka…feb07_1_sml.jpg]

    More shots(but of same area)

    I knew that shot looked familiar. Welcome to mapcore kat

  • hl2dm_meet_the_smiths

    • Bl1tz
    • April 6, 2007 at 3:22 PM
    Quote from Defrag

    This thread does not deliver. I don't see Morrissey or Marr.

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