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Posts by Rick_D

  • New Tim Schafer game

    • Rick_D
    • October 19, 2007 at 3:13 PM
    Quote from Thrik

    It's not meant to be hell; that's our world after having been ruined by demons (from hell).The trailer itself might not show much, but it does show that:

    a) Tim Schafer is doing another game that's got a more 'hardcore' tone like Full Throttle did

    b) The game will be violent, which isn't so common in a Tim Schafer game (a chance for more extreme humour)

    Combined with Tim Schafer's 100% track record of making legendary games it's not hard to see why people are excited.

    I suppose if you take the trailer at face value it might not be so intriguing. It doesn't show what Tim Schafer is best known for: making funny games with superb storylines. We're talking about the guy responsible for much of the dialogue and story of Monkey Island here.

    This won't be a game that takes itself seriously, and I'll eat my own cock if it isn't good as fuck.

    Display More

    well I didn't know tim single handedly made games, well done to him

    might take him a while with this one..

  • Bionic Commando announced! Look at what GRIN is working on

    • Rick_D
    • October 19, 2007 at 3:10 PM
    Quote from Zacker

    I never played the original and the first screenshots were a little meh, but I just watched the trailer and that shows a fairly promising game! With the people working on that game it just has to turn out great:)

    well do any of the Grin designers work here? It's not too hard to have great artwork but is the gameplay/story any good or is it just mindless spiderman with guns stuff?

  • My Torque work for Infinity

    • Rick_D
    • October 19, 2007 at 5:30 AM

    angled palm trees are good and all, but i think a couple of those aren't quite right

    congrats btw

  • Shack (Scene in Unreal engine 3)

    • Rick_D
    • October 19, 2007 at 5:27 AM
    Quote from Drevlin

    Lee3dee, yes. They're meshes (god rays? Been listening to Bungie podcast, have we? )

    they're called that in a shitload of places tbh

  • Orange box - Zero Ponctuation review

    • Rick_D
    • October 19, 2007 at 4:26 AM

    what the tits..

  • The random model thread!

    • Rick_D
    • October 19, 2007 at 4:22 AM

    [Blocked Image: http://www.jumbojoke.com/images/safety5.jpg]

    appropriate that the image is called 'safety' - the guy is standing on a metal ladder in a pool of water, while using an electrical appliance - gg instant crispy electrician

  • The random model thread!

    • Rick_D
    • October 19, 2007 at 4:21 AM

    but notice how many steps those ladders have compared to yours.

    You have 4 steps which would be a ladder around 4ft high.

    The size it looks in-game is pretty big, if it's a small stepladder then it looks like it needs to be smaller, if it;s somehting liek this:

    http://mantiquesmodern.1stdibs.com/arch ... CN0339.jpg

    then it needs to have a few changes - one important thing is that it doesn't matter if it folds or not, the foot rest at the top (which isn't actually for standing on btw, that's unsafe practice, it's for your tools and mainly just there to provide a solid pivot point for the ladder to fold/unfold - unless of course it's a 4ft stepladder, see above ) is very big and ill-designed, if you look at the overhang you would have a tough job getting your foot from the top platform onto the top step without missing and perhaps taking a little tumble. Also the wood would be cut to align when the ladder is in it's open position, it doesn't matter what it's doing when it is closed because no-one should be standing on it; what you have there is some pressure points that will most likely lead to the wood cracking down the middle.

    Nice detail on the hinges at the top, but what are those wooden slats at the sides for? I don't see any way in which they would move - they seem very static and make it seem like the ladder doesn't fold, take a look at your references for how the side supports work.

    The texture is nice (512x512?) and the bolts are a nice touch, but the scale and lack of reality let it down somewhat. Even if you don't bother to change it there's hopefully some thigns to keep in mind for next time, it;s worth checking the reality/feasibility of something before unwrapping and texturing, at least you can make changes where needed.

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • October 19, 2007 at 2:59 AM

    you know, in real life carpet doesn't actually tile perfectly and it is acceptable to have a large area of floor space covered by more than one large piece of carpet.

    shocking, I know.

    however that was probably just a mistake ;D

  • De_Forest Released!!

    • Rick_D
    • October 19, 2007 at 2:55 AM

    why is it a no no

    if it;s for gameplay reasons then who cares ;D

  • Hellgate London Demo!

    • Rick_D
    • October 18, 2007 at 11:00 PM

    well it has been hyped quite a lot

  • New Tim Schafer game

    • Rick_D
    • October 18, 2007 at 7:02 PM

    mhm cutscene's don't really show a lot though, plus it doesn't even look like a good interpretation of hell?

    i dunno, looks mediocre :X

  • Guitar n00b asking experienced e-guitarists for advise

    • Rick_D
    • October 18, 2007 at 6:37 PM

    humbucker uses a flat plate and picks up vibration slightly differently to the usual pickups which simply have a magnet under each individual string.

    People will swear by humbuckers, and while they are nice for a good even tone you don't need to shell out the extra cash for them when you are beginning as it's unlikely you will be able to tell the difference.

  • Hammer Editor (Importing Models problem)

    • Rick_D
    • October 18, 2007 at 5:21 PM

    yup

    if you kep the qc and the smd files in the same directory you don't need to type the full path either

  • The random model thread!

    • Rick_D
    • October 18, 2007 at 5:20 PM
    Quote from Quickie

    around 4-500 tris or something

    i read 4500 and almost shat myself

  • De_Forest Released!!

    • Rick_D
    • October 18, 2007 at 4:47 PM

    I stand corrected.

    All the same, is it that important?

    rhetorical question

    I am at reb-derby Zombie, where do you know people from? Oxford?

  • De_Forest Released!!

    • Rick_D
    • October 18, 2007 at 12:51 PM

    woah there cowboy, I wouldn't go that far

    I'm still as untalented as i ever was, I just tricked some people into thinking I had some talent.

  • CS_Metroplex

    • Rick_D
    • October 18, 2007 at 12:23 PM

    not off the top of my head - environment textures.com has a few good 'inspiration' series of pictures

  • De_Forest Released!!

    • Rick_D
    • October 18, 2007 at 10:36 AM

    i'm a changed man

  • De_Forest Released!!

    • Rick_D
    • October 18, 2007 at 12:22 AM
    Quote from Pingu_swe
    Code
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    [...]

    You can remove those error messages by simply changing the collissions to Not Solid.

    and then you can walk through trees

    or you have to manually place clip brushes on every tree

    totally voiding the point of of making a collision model

    stop nit picking guys, if someone makes a shitty map and say "but the gameplay is awesome" everyone jumps on it for it;s look; if someone makes a great looking map but the gameplay is questionable everyone jumps on that - it's really tedious seeing tiny flaws picked out here (the physics thing is ridiculous, come on..).

    It is not the best idea to make this for CSS but CSS frankly has the most players of any Source game and the map is more likely to get played.

    Congrats Rob, you did done good and it looks really nice, a great portfolio piece tbh.

  • facebook

    • Rick_D
    • October 17, 2007 at 3:58 PM

    lol, emo

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