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  3. e-freak

Posts by e-freak

  • WIP in WIP, post your level screenshots!

    • e-freak
    • January 25, 2009 at 10:19 AM

    what's wrong with your IE Windows? Not cool

    On Topic: Gameplay sounds interesting, but i'm curious how to achieve something like that in hammer without exceeding all technical limitations?

  • [HP] ~ 3D Sketchbook Thread

    • e-freak
    • January 24, 2009 at 9:26 AM

    ah looks great ingame really does the job. should consider changing some colors though depending on the final scene - at the moment it lacks a bit of contrast to the background. some greenish tint might do wonders when it comes to readabilty

  • Mirror's Edge

    • e-freak
    • January 24, 2009 at 9:23 AM

    get it at steam. no drm nowhere

  • [HP] ~ 3D Sketchbook Thread

    • e-freak
    • January 22, 2009 at 10:10 PM

    or show some wire frames - sometimes you can give a certain numer of faces the tile and add some specialised tiles inbetween (or if pc/tc allows for that just model some additional details)

  • AO Error [3Ds Max]

    • e-freak
    • January 21, 2009 at 9:19 PM

    what is the x-form? (sry for being ignorant but i honestly do not know what it is)

  • AO Error [3Ds Max]

    • e-freak
    • January 21, 2009 at 8:37 PM

    Currently finishing some textures for a cg short of mine and some fellow students and tried baking an AO layer today in 3Ds Max to help with the texture. Usually this is not a big issue but today it gave me some errors:

    [Blocked Image: http://www.abload.de/img/rendertrjb.jpg]

    as you can see there are small wings at the rudder which should affect the AO map (and are stored in the same texture file but different place in the same UV) and it does - but with a way too high radius. this doesn't apply on the other side of the rudder (different uv space). I can fix this manually but I'm curious if anyone's got an idea on what's happening there?

  • [HP] ~ 3D Sketchbook Thread

    • e-freak
    • January 21, 2009 at 8:04 AM

    dunno how large this gonna be ingame but you could check into tiling those textures and giving them more resolution. also make sure to give it a more individual look. if im not mistaken i spot at least 4 unchanged cgtextures.com resources. mind showing the flats for further comments?

  • Killzone 2

    • e-freak
    • January 20, 2009 at 6:08 PM

    story telling in these is pretty damn awesome - not much of the game yet but it looks like good star ship troopers meets Saving Private Ryan action and story.

  • GUI Design principles

    • e-freak
    • January 20, 2009 at 1:10 PM

    Short formula made of win: Show no more info than actually needed, but make sure that what you show is good readable.

    That applies to every kind of GUI, equivalent if game, office app or os. Most GUIs just fail to sort out what is important and what not. Your perception is most likely trying to steadily scan every information availble and will therefore give you a hard time figuring out what's important.

    Quick examples:

    Arcade Racing games need no kind of RPM-Display, Motor-cooling information and so on, you just need some time info and a speed info. Think about Need for Speed with the technical details of GTR being displayed - fail

    A Shooter should bring down all informations to ammo in your current gun and health if the gameplay doesn't require any more information. It's most likely gonna distract everyone if you constantly show all weapons of the inventory + theyr current state of ammunition or adding stealth info to a shooter like doom 3.

    In an office application: Hide symbols you won't need! Best example: Table controls should be not visible if you're not working within a table - but make sure you give a quick access somewhere to creating a table and opening the connected tools.

  • Empire : total war

    • e-freak
    • January 17, 2009 at 11:46 AM

    Wait a second. The series is based on real events but it is certainly not historical correct. I can't reference a good example now since I didn't play the games in the last two years but it had alot of cliches and stuff. If you want to learn something about the era the specific game is based on, better get some decent books

    That said: The game is imho a bit too slow paced and I don't like the global operating system (switching between world map and battles). But I can see the fun in it, kinda like Risk with super cool effects and extra possibilities.

  • Quake Live Beta

    • e-freak
    • January 16, 2009 at 9:58 AM

    i got a key left

  • TC: endwar

    • e-freak
    • January 15, 2009 at 6:59 PM

    that's been until a year or two ago. ubisoft bought full rights to the name and can no assign it to every title. it'd be possible to have Tom Clancy's Pony Farm 3 now but for obvious reasons ubisoft has an interest in keeping the franchise "clean"

  • [TF2] Stovepipe Wells (pl_stovepipe)

    • e-freak
    • January 14, 2009 at 10:53 AM

    looks cool, a little too little contrast in the zone of the first screenshot...

  • What have you purchased recently?

    • e-freak
    • January 14, 2009 at 10:51 AM

    what's the velocity of that baby? we had some air pressure rifles which killed the rabbits as well, so I wonder how much is left of the rabbit if you shot it with that gun o_O

  • Market for educational games

    • e-freak
    • January 14, 2009 at 10:49 AM

    as in simmilar topics before, i'll link to "A theory of fun" by Raph Koster which pretty much sums up the whole learning in games/by games in a histo-cultural context and is pretty much focused on how to create a learning process in real games (instead of creating a real learning process and constructing a game around it, as it will most probably fail.)

    http://www.amazon.co.uk/Theory-Game-Des ... 1932111972

  • Yet another portfolio redesign thread!

    • e-freak
    • January 13, 2009 at 4:00 PM

    great job. simple and still good work with colors and navigation.

  • Team Fortress 2 and crappy light blobs

    • e-freak
    • January 13, 2009 at 3:03 PM

    gnah sry, not decal, the terrain is going havok there, most probably. iirc simon.wt had a simmilar problem with one of his off limits maps not long ago?

  • Team Fortress 2 and crappy light blobs

    • e-freak
    • January 13, 2009 at 2:23 PM

    could be a problem with the decals.

  • making money with custom maps !?

    • e-freak
    • January 12, 2009 at 11:05 PM

    change engines and produce Second Life content. Basically you can't fail there because enough hockey moms are paying shitful of moneys for a painted extruded cube.

    custom content will never get you anything, sadly. best chances would be working on a good map for one of the valve games and hope they buy it sooner or later but I don't know how much they pay for a decent map.

  • totally random texture thread

    • e-freak
    • January 12, 2009 at 11:00 PM

    isn't it most basically a different blue-channel which doesn't hold any height information but an directional (up-down) ambient occlusion render of the surface? at least that's what I worked out from the pdf and the tf2 textures

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