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Posts by e-freak

  • Games Convention - Leipzig 2006

    • e-freak
    • August 23, 2006 at 1:31 PM

    Sorry for doublepost but just a second earlier we get the official info that gabe newell himself will come to leipzig *is happy*

    last week it seemed like valve would not even come for theyr self but only sent some stuff with ea and the max would be that doug lombardi would be around... and now gabe is there

  • Games Convention - Leipzig 2006

    • e-freak
    • August 22, 2006 at 4:27 PM

    I'll be there (buissnes guest) as editor of hlportal.de

  • dod_wall_b1 released

    • e-freak
    • August 21, 2006 at 7:23 PM

    the problem is: if you would have chosen this light set for a cs map everything would be right, because cs is bright but for dod lightning means a lot more and is often used in a subtile darker way with some yellow/grey to make it look on the one hand sunny but on the other hand express the depression which comes with the war.

    Castles have ever been "singles" or town-centres. If a castle was "evil" in medieval times it was standing alone but most castles, build by "wise kings" are still in nowadays sourrounded by villages. It is important to have a road from the castle to the sea and into the countrie. The houses surrounding it are standing left and right of this street. it kinda looks like a waterdrop falling (number of "sharp" endings depending on the number of roads).

  • Remake HL textures

    • e-freak
    • August 21, 2006 at 7:15 PM

    what about another shot with the "new" box now?

    jaja, ihr alten tratschtanten

  • Resident Evil: Twilight [Source] Recruiting

    • e-freak
    • August 18, 2006 at 11:01 PM

    The Residen Evil: Twilight Team is currently recruiting again.

    Most wanted are

    prop and weapon-skinners

    as well as

    level texture-artists.

    We also always recruit skilled mappers, modellers, animators, uv-mappers and coders - but are not in an urge need of them atm.

    All aplicants should be able to show previous work or an online-portfolio. Speaking german is a big plus, but not an absolute need.

    Resident Evil: Twilight is equiped with an official Capcom License and is taking place shortly after the HIVE is opened again. You don't need to know every detail about the RE-Series to become a team-member. Everything you will need to know is written down to allow you to join without having heard of Resident Evil before .

    If you are interested in a position of the above posted ones please contact me via forum-PM or send a mail ([email protected]).

    Some of our older work can be seen at the website (Contents may be dated since there have been large internal restructurations) - http://www.evilmod.de/

  • Your first Level Editor

    • e-freak
    • August 18, 2006 at 9:34 PM

    age of empires (2) editors

    what a fun to paint in paint the bowman to a minigunner or build minas tirith with 10.000 units (lagging like hell)

    after that warcraft 3 and worldcraft/hammer

    other then that everygame in my hands that had an editor... too much to count

  • SVN directories being picked up by Hammer. Fix?

    • e-freak
    • August 18, 2006 at 8:52 PM

    sry for pushing this but we at re:t have the exact same problem and i was wondering if you have a solution for it?

  • Brothers in Arms : Hell's Highway Officially announced.

    • e-freak
    • April 28, 2006 at 9:23 PM
    Quote from TomWithTheWeather

    With the tools getting better and better, next-gen isn't really that big of a problem to develop for.

    i have to disagree... working on all sourcemods (remember just mods not even a full game) was 3 times more stuff to do than working at hl1. it's a 200 times more complex code to work with as the parameters (compiler, texture system) are, too. working on a hl1 texture was like brushing some stuff on a photo to make it seamless and then resize it down - working on a hl2 texture ist ultra detailed out working and setting the last of more than 1 million pixels by hand. optimizing a model can take up to 3 months with all work to be done...

    the tools may be smarter, the quality and the players wishes grow at the same time...

  • Brothers in Arms : Hell's Highway Officially announced.

    • e-freak
    • April 28, 2006 at 6:42 PM

    i've seen a quick notice in a magazine over here and i was first stunned about shadows and such but by looking at the floor-texture my heart stopped:

    it had parallax mapping on it (seemed like) but the texture was that blurry that i felt like seeing half-life 1... it was a screen of the two guys with the machine gun seen from top if you want to give an input to the art team... i don't know why so many studios save time and money at the level textures (no offense but level textures are one of the most important things in a game imho because they are there even if there's no highres skinned comrade or enemy)

    otherwise it's pure sweetness and i'm really looking forward for this game as well as to the new engine(s) (and the source-engine updates in future as well)

    found the picture:

    here

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