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  3. Rick_D

Posts by Rick_D

  • [WIP] mp_cc - Chechnyan Crisis [COD4]

    • Rick_D
    • January 23, 2009 at 6:09 PM
    Quote from Frittz

    A lot of work has gone into making this map a little less blocky thanmost COD4 maps out there...

    It's still pretty overtly blocky though. Nothing wrong with straight lines but for the location and the setting it is too blocky.

    The overview shows perfectly aligned walls and houses; how about rotating some of those houses, make the walls and fences follow non-straight paths (make them broken down in places to prevent a long horizontal line).

    There doesn't seem to be enough grime and dirt on the houses exteriors either. Streaks of dirt or flaking paint would add alot to the ambience.

    I also think the "edges" of the map are very bland. It makes for an incredibly obvious ending; I would fill these with vegetation if you are not going to have a detailed "skybox", because currently it feels incomplete.

    The lighting is also tonally very much down the middle; it doesn't sway into contrasted areas. I don't know how to fix that as I am not particularly good at lighting, but perhaps check out some other CoD4 maps to see their lighting (although if I rememebr most of their lighting is quite even, rather than dramatic).

    Anyway, keep at it.

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • January 22, 2009 at 11:57 PM
    Quote from Bic-B@ll

    [Blocked Image: http://www.zeroproof.com/bicball/island_018.jpg]

    ..that hopefully i can see through.

  • Fallout 3

    • Rick_D
    • October 31, 2008 at 9:10 PM

    It's amazing. It is essentially Oblivion in a post apocolytic wasteland, it keeps a lot of Fallout content and introduces plenty of new things.

    If anyone is considering whether or not to buy this game, I would reccomend it over ay of the other top releases this month. Although Saints Row 2 has co-op story mode.

    lol.

  • Breakable props?

    • Rick_D
    • August 17, 2008 at 6:38 PM

    $modelname "path/model.mdl"

    $cdmaterials "path"

    $scale 1

    $body studio "model_ref.smd"

    $sequence idle "model_idle.smd" fps 1

    //$staticprop

    $surfaceprop "plastic"

    $collisionmodel "model_phy.smd"

    {

    $Mass 1

    $concave

    }

    $collisiontext

    {

    break { "model" "path/model_gib01" "health" "0" "fadetime" "0" }

    break { "model" "path/model_gib02" "health" "0" "fadetime" "0" }

    }

    $keyvalues

    {

    "prop_data"

    {

    "base" "plastic.Small"

    "dmg.bullets" "1"

    "health" "5"

    }

    }

    $lod 15

    {

    replacemodel "model_ref" "model_lod1"

    }

    works fine in OB

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • July 29, 2008 at 5:19 PM
    Quote from Minotauro

    So textures should be used within 3 months and then be completely forsaken?

    I love how Minotauro's sense of humour hasn't changed for over a year and a half xD

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • July 29, 2008 at 3:46 PM
    Quote from Skacky

    Just got some things fixed. Thanks for the comments by the way. Some pics.

    [Blocked Image: http://pix.nofrag.com/9/4/4/5dfc9a4e68c802174369528a96f7btt.jpg]

    I love how Phil's textures are still being used like a year and a half after being released xD

  • Zero Gear - an indie multiplayer kart racing game

    • Rick_D
    • July 25, 2008 at 8:59 AM
    Quote from zaphod

    Update!Here is a video of the garage which we have been working on:

    [Blocked Image: http://myzerogear.com/garagevideo.jpg]

    Also, that was VERY cool

  • Zero Gear - an indie multiplayer kart racing game

    • Rick_D
    • July 25, 2008 at 8:56 AM
    Quote

    ":1c9j3m06]

    Parallel to Penumbra, yeah!

    Zero Gear is a must buy! Looking forward... And I wanna see a mapcore easter egg somewhere on it!

    Grats Zaph!

    Sorry to derail but Penumbra was disapointing at best.

  • How You Got Into The Industry

    • Rick_D
    • July 25, 2008 at 8:54 AM
    Quote from Mazy

    I still wonder how viable the MOD way will be for getting into the industry in a few years, wouldn't be surprised if that's going out quickly with all these artsy fartsy educations.

    I think employers find modders pretty much invaluable. Being involved in mod work pretty much means that you've gotten off your arse and actively learned how to use an engine (rather than someone in a school pointing you at all the right buttons), which in turn shows a level of personal motivation. Along those same lines, it shows you have a level of problem-solving abilities, because mod work generally means you end up spending a lot of time figuring things out the hard, and very hard, way.

    It also shows that you can see a project through until the end, lots of half finished work is.. ok, I guess, but nothing beats dedicating yourself to a level or a prop or a piece of code and working like a dog until you get it working.

    I think these courses will improve with time, no doubt about that, but I'd like to think that a modder would come out of 2 or 3 years with their heads screwed on the right way, and a little more insight into game engines and how they work; and on top of that, having built up a good portfolio along the way.

    No idea what you guys think about it, I never went to school and I'm not responsible for hiring people so I can't really give a true assessment.

  • Good luck Arttu :D

    • Rick_D
    • July 25, 2008 at 8:46 AM

    Holy shit, they have Inhouse?! I better get my CV ready, I'm applying!

  • STALKER: Clear Sky

    • Rick_D
    • July 24, 2008 at 4:16 PM

    I am just as hyped for this as I was for the original release. I just wish GSC would incorporate COOP play.

    Buddy: get on it, you turd.

  • Low poly environment - Girl's bedroom

    • Rick_D
    • July 22, 2008 at 12:40 PM

    Nie stuff, man.

  • How You Got Into The Industry

    • Rick_D
    • July 22, 2008 at 9:03 AM

    Lots of personal histories here

    I asked a similar question about 18 months ago: Should I go to school and do a course that focuses primarily on game design.

    The answer was a pretty resounding NO!

    Resons being, it costs a lot of money, it takes up a lot of time. These two things, money and time, could be better spent suporting yourself while you build a good portfolio, learn new things, and start hunting out companies to apply to.

    If you're doing art, then I'd suggest doing a demo reel (90 seconds). Or, put together a rar/zip with all your best work and start sending it to people. It helps if you know someone on the inside as they can pass it on to the right people and skip the whole annoying application step.

  • Silent Hill: Homecoming

    • Rick_D
    • July 21, 2008 at 12:34 PM

    Don't get your hopes up Deads.

  • MapCore Job Census

    • Rick_D
    • July 21, 2008 at 10:09 AM

    Character artist most likely, great guy, very talented.

  • The random model thread!

    • Rick_D
    • July 21, 2008 at 10:01 AM
    Quote from Warby

    its less about the model but more about the render but what the hell it doesn't really deserve a thread of its own:[Blocked Image: http://warby.bitproll.de/wip/mental_ray_skate_park.jpg]

    Very nice, Warby.

  • MapCore Job Census

    • Rick_D
    • July 21, 2008 at 9:54 AM

    EEEHHHH Hourences, say hello to Vidar when you see him!

  • Crysis Map ~ Operation Codename: Vulcano

    • Rick_D
    • July 16, 2008 at 10:12 AM

    God that's a good engine...

  • Gaming Tattoos

    • Rick_D
    • March 19, 2008 at 2:05 PM

    http://www.gamerhelp.com/article_viewer ... _id=129780

    #1 is just.. OH GOD WHAT HAVE I DONE TO MY FACE

  • The Forgotten

    • Rick_D
    • March 18, 2008 at 5:11 PM

    Some very promising stuff in the outdoor areas.

    I think you get nice results when texturing the BSP with unique sheets but I think you run into problems with reusable sheets, and wasting time making unique sheets. Would be worth building a few very generic sets (a 512x512 sheet with two 256x512 walls on them, for example; a generic ceiling and floor etc) to save yourself time and only use unique sheets where you absolutely have to.

    The reason that it'd be easier in source is you have more tools to allow you to detail places more uniquely without having to rely on very detailed unique texture sheets. However, it looks fine on HL1, has a very retro vibe to it. In a sort of ugly pixelated way <3

    Anyway, looks very nice, more screens please.

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