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  3. ifO

Posts by ifO

  • WIP in WIP, post your level screenshots!

    • ifO
    • April 25, 2007 at 12:14 PM

    I think the monochrome feel adds to the style, feels a bit film noir almost. Maybe could break it up with some coloured lighting (which I think was already suggested in the other thread).

    I think the floor tiles in pic3 are a bit too clean and perfect compared to the rest of the place.

  • WIP in WIP, post your level screenshots!

    • ifO
    • April 24, 2007 at 9:06 PM

    Looks fabulous, can anything be done about the wall specularity? It is a little weird that they shine that much. Though in places it makes it feel 'wet' which is pretty nice.

  • Paranoia mod

    • ifO
    • April 24, 2007 at 7:19 PM

    Yeah that one is nice Rick, in some of their shots they seem to have washed out lighting which is quite complimentary to their photo style (kinda ofp-ish). Looking at some of the pics the textures are not bad, but the ones in this thread are some of the worst examples I guess.

  • Paranoia mod

    • ifO
    • April 24, 2007 at 4:37 PM

    The textures really do look like ass, even for HL1. It's almost a lesson in how not to do photo-based textures. Might look better if they had someone with AA take the screenshots.

    I tried out the bump-map mod for HL1 and it absolutely killed performance, even in the tiny test map that came with it. They would be better off using higher-res textures or detailtextures, which are far less taxing and would look better than low-res bump-maps.

  • Waldmeisterschaft - Ahoj Brause [2d scrolling game]

    • ifO
    • April 24, 2007 at 12:29 PM

    Very cute game. But hard, maybe one to add to the difficult games thread! Nice levels

  • Clive Barker's Jericho (teaser)

    • ifO
    • April 23, 2007 at 6:26 PM

    There's another trailer (the eternity one):

    http://www.gametrailers.com/gamepage.php?id=3380

  • WIP in WIP, post your level screenshots!

    • ifO
    • April 23, 2007 at 4:43 PM

    Some pics of some of my HL1 stuff from last year for the upcoming Hostile Intent 1.6 finally got released over at http://hiprmod.net, so I guess I can show a couple. A fair bit of old mapcorian stuff is used in these maps, though I think all you can see is some of PhilipK's textures in pic3

    [Blocked Image: http://img264.imageshack.us/img264/7257/001hideadbolt2tnbr4.jpg][Blocked Image: http://img264.imageshack.us/img264/8849/003hideadbolt2tnfj8.jpg]

    [Blocked Image: http://img264.imageshack.us/img264/9269/006hidepottnff3.jpg][Blocked Image: http://img264.imageshack.us/img264/1977/007hidepottnpa0.jpg]

  • Cs_occupation Beta2

    • ifO
    • April 23, 2007 at 4:27 PM

    Looks pretty good.

    Though I don't like pic1, but I can't quite put my finger on why. Maybe because it looks a bit like HL1 somehow... maybe because the architecture doesn't make much sense.

  • de_nereza

    • ifO
    • April 23, 2007 at 3:20 PM

    edit: okay I just looked at the pics properly, not as bad as I thought but the blurry wood you use on the steps is a bit of a waste of potential detail.

    Taking time on things like aligning textures on steps makes a big difference. Typically in HL1 steps are a place you are using up a large amount of the world polies in your scene anyway, so make the most of these small polies and if anything scale down the textures to get some fine detail in there. Ideally get a proper step texture, which shows the 'lip' of the step.

    Also just noticed you asked for comments on your site, which by the way, looks very neat and tidy. I like it

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • ifO
    • April 20, 2007 at 4:57 PM

    Nice mouse. It looks refreshingly not like hl2dm.

    Impressive use of space Mamus, yeah I can feel your pain for those displacements!

  • Uni Animation

    • ifO
    • April 18, 2007 at 2:17 PM

    lovely!

  • de_nereza

    • ifO
    • April 18, 2007 at 12:35 PM

    Pretty nice, but a lot more juice can be squeezed from the engine these days if you really try (detailtextures, more models etc.) It looks quite player-friendly though, that kinda classic (possibly too arena-like) style.

    Same comments about the lighting and the grass is a bit 'green' (oversaturated), especially compared to the buildings. Overall nice, but you could do a lot more with it.

  • stalker asset thread resolution

    • ifO
    • April 17, 2007 at 11:58 PM

    I'm not talking about credit, as in 'why didn't they credit the forumgoer who figured that out'. I'm talking about sources/evidence. i.e. some kind of actual confirmation that what they say is at all true.

    Nevermind... this thread isn't as fun as the old one.

  • stalker asset thread resolution

    • ifO
    • April 17, 2007 at 11:19 PM

    To be honest, I was just being a sarcy cock, I don't mean it. It's not good news reporting, but these guys aren't professional so it's to be expected. Mad props in general to to people who give up their spare time to run sites for the communnity.

  • stalker asset thread resolution

    • ifO
    • April 17, 2007 at 10:16 PM

    Kinda proves that Shacknews and Inquirer aren't worth their e-weight in shit. Not only did they apparently not verify the original story (all these news sites just quoted each other, which all led back to mapcore - for all they knew it could have been an April fools joke)... but then they go and say the matter is resolved totally on the hear'say of some people guessing about those texture packs, when the facts have not been confirmed by anyone.

    Rubbish, be ashamed, crappy so-called news sites.

  • The toughest game levels/missions

    • ifO
    • April 17, 2007 at 12:56 PM
    Quote from Spellbinder

    Actually i am playing Turok 2 over again and while it is not that tough enemy wise its hard as hell to get around. I allways get lost.

    Yeah I seem to remember I found that game more 'tedious' than hard.

  • stalker asset thread resolution

    • ifO
    • April 17, 2007 at 10:16 AM

    Those articles are totally inconclusive. Til we hear from actual developers at those companies or someone who has access to one of those texture packs and can confirm the textures come from them, then I'm not convinced.

  • Factory Rooms

    • ifO
    • April 16, 2007 at 11:50 PM
    Quote from AdamBrome

    Secondly, and probably more important than texture noise, is scale. Your scene has scale levels that are larger or smaller in some areas than in others. The paint can, for example, looks to be about the size of a keg. Same with the oil/gas container - they're huge. But then you look at the stool or the shelf and they're small.. almost scaled down in height but left 1:1 in width and length (re: scaled lower along the 'up' axis). I think another major factor in the scale looking off is the size of the windows compared to the rest of the room.

    I don't want to argue but I totally disagree with all your points, lol

    Especially... the last comment about the windows. There is certainly no rule for how big windows should be in relation to roomsize, particularly in buildings like factories where the windows aren't usually the main light source.

  • The toughest game levels/missions

    • ifO
    • April 16, 2007 at 2:38 PM
    Quote from VoodooBenshee

    i remember an older game, NES times. The game s called "top gun" - and if you finished a mission you have to land on a destroyer - and damn fuck, my plane crashed every time because i was to fast/high/low what every - i sold that fucking game .... because i always had to retry the damn missions - i think this was the frustated game i ever played

    Then have you seen this (Angry Nintento Nerd video of Top Gun)? If not you'll love it: http://%7Boption%7D

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  • Factory Rooms

    • ifO
    • April 16, 2007 at 10:52 AM

    It's freakin beautiful. You can tell moreso in the video that the texture quality is exceptional and very consistent to the extent it actually feels like another engine. It has that stalker-like grittiness but it's not overdone like in some games. The hdr lighting is nailed so well too.

    Bic, he said it's finished.

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