Posts by FMPONE
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D: feel better dude!
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Quote from Sigma
She said YES!!!
So here's how it went down. I took her out to a local airport for our anniversary (dating) and got her a ride in my cousin's 2 seat Stearman (open canopy) bi-plane. Looks like this model here:
[Blocked Image: http://www.warbirdalley.com/images/Stearman-04July05-overRFD-3.jpg]
Unbeknownst to her, I had hired another pilot to fly a banner that read "Will you marry me?" During the flight (which was very overcast and had a low ceiling of only 300 feet or so) - the banner guy was flying along (having picked up the tow banner in front of everyone in a batman style pick-up) - and my cousin did a flyby of his plane, asking my fiance (that sounds sooooo good) to read the banner. He then joked that "oh that's funny, someone must be getting proposed to today - John wouldn't do that though." This played perfectly for her (although she had small alarms going off in her head she told me later). Then they landed the plane (her family and my family were there). She hadn't really seen anybody yet though, and got out of the plane. Once down, the tow guy flew across the runway at basically 0 feet dragging the banner along the runway (very cool - again, batman - I swear). She read it again and I got down on my knee behind her while she was distracted. She turned around, freaked out a little (as anticipated) and said yes. I'm engaged gang!
O.O
:cool:
Nice!!!!!!!!!!!!!!!!!
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Procedural is cool but why not story mode like Duke Nukem
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Quote from seir
Well, when it comes to Early Access, people say that games have only one release date and it's very true. By picking EA you should know that after a final release the peak won't jump dramatically because it's no longer EA, it's tested etc. so if you fail at the beginning, the result can be very bad even after the "real" release. I would suggest to make a closed beta and polish the game as much as you can. Then run the game in EA or Greenlight with cool updates and marketing in mind but make sure your start will be kicked. The other thing is, if you need cash for voiceovers or music then EA would be nice. Anyway, good luck man and think twice! It has a huge potential!

EDIT:
I guess you know this article but if not, take a look [link].
Thanks for sharing man!
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Quote from text_fish
Oooh. I've been thinking about normalizing the last few days. Would you do that with colour correction, or through VMT's? In the latter case, do you know of a relatively pain-free way to batch process a bunch of VMT's or VTF's?
I think the big issue with the screenshots was lighting, they just need a more uniform lighting/control of tonal elements on props/certain textures in order to create foreground and background in the images. I'm very lazy + writing this is easy, but I really need to demonstrate it I think in order to be comprehensible.
[Blocked Image: http://i.imgur.com/aJBd1kM.jpg]
[Blocked Image: http://i.imgur.com/vOZ4AR5.jpg]
[Blocked Image: http://i.imgur.com/tCLRvXR.jpg]
Additional questions: - are the colors the map is using directing to different bombsites? (ex: red for one bombsite, blue for another?)
- is local lighting being used to direct to objectives?
- where are the bombsite navigational signs? how can I figure out where to get to the bombsites?
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I think it looks very awesome.
In terms of crit, I'd like to see more color normalization, sometimes it feels a bit noisy and contrasty right now. Like there isn't one overall tone in the shots, they vary a bit too much IMO
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I think the circle needs more polygons, needs to be smoother/rounder. The pillars are my main critique where the bar is, they rely way too much on the normal for any kind of visual depth and the normal isn't natural looking. I would simply do a geometric bevel there
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Quote from AhoyDisplay More
Which of these do you guys thinks looks better? "A" (first 2) is the huge portal-style light, "B" (second 2) is the newer design that is not completely polished, I'll model out the lights so they're not cylindrical brushes anymore.
This is really very nice but I put together some crit of the glaring issues for me
[Blocked Image: http://i.imgur.com/kMl0c5s.jpg]
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Quote from tomm
lil photoshop magic
[Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/cityscape.gif]
btw what skybox is that?
Clever tweaks.
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Quote from PogoP
I'd like to be an artist if possible.

Never gonna happen m8
Quote from duxIgnore Liam. I would like to be much designer many levels wow.
Fuckin' long shot
When I grow up I wanna be a astronaut
[Blocked Image: https://upload.wikimedia.org/wikipedia/commons/8/88/Astronaut-EVA.jpg]
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Quote from jackophant
@FMPONE anymore updates to be made? I noticed there are now over 2000 threads in the competition forum!
I believe Wednesday marks the official half-way point in the contest. I think we should remind everybody then

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Quote from leplubodeslapin
It was both about texturing and lighting. The spice color in this case is more in the textures but it can also be in the lighting with small but noticable lights.
And the 2 primary colors are mostly due to lighting, the "blorange" thing is about mixing these 2 colors in your general environment lighting. For example using a blue color for your ambient (which defines light in shadows, kind of) and orange for your brightness (which defines the color of light coming from the sun). It's a classic, because the contrast between these 2 colors is nice and immediately creates something good looking. And you could find other examples of course.
Cache is a great example :
[Blocked Image: http://up.vakarm.net/plubo/news_interview_cache/2.jpg]
You see, the shadows create a blue theme and sun lighting is more orange. And the contrast looks great immediately. Red and yellow are the 2 spice colors here i guess.
I this is a solid analysis/explanation.
Quote from NihiL- First of all, I liked the idea of decoration walls. I would previously split my world brushes for multiple textures and thus unnecessarily increase my leaf and portal count. Making a second wall for that instead is pretty clever! I guess you just have to be careful if you want to keep your room dimensions (moving the world brushes out a bit so as not make the actual room smaller)?
- With func_brushes you showed us how to disable shadows and mentioned that you'd disable the fake ambient occlusion shadow (and keep the sharp normal shadow) because that makes your level look better. Can you elaborate a bit on that? Do you just dislike the ambient occlusion effect because the shadows look a bit noisy in Source? I've personally never done this and never thought that it looked bad with all shadows enabled. Is it something you just eyeball, when and if to do it for which brushes? Or is there a rule to it?
- When it comes to your color theory and your examples, it seems that we were exclusively talking about texturing as opposed to lighting, right? I mean, on Season or Cache, the colors seemed to come more from the diffuse textures than from colored light sources? Is that correct? What about light color then? Do you keep them white? White-ish? Or do they reflect your ~3 color palette for texture colors as well somehow?
Thanks for taking the time to livestream/record your tutorial!
-For sure, try to factor that into your decision making.
-I was joking about faking ambient occlusion, but with good normal mapping you can accomplish a lot.
Here's a cool GDC talk called the Ultimate Trim that goes over powerful normal map techniques http://www.gdcvault.com/play/1022324/T…ring-Techniques
-I was speaking about colors in general. As leplubo describes, it's more important what the overall color palette of you scene is than drawing a distinction between lighting/textures
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My second (incredibly unpolished) tutorial is up on YouTube https://www.youtube.com/watch?v=G7iRg6iMbq0
Quote from sevinHow do you create your custom textures? I know most of your geometry is textured in stuff you create, so I'm wondering about your process. Do you use photos you've taken and tile them in Photoshop or do you procedurally generate them or create them from scratch or what? And what about the maps you use? Just albedo and normal? Really interested in your process since you create so many and they look so nice.
It took me a bit to learn, key is just to practice in photoshop and tweak until you get what you want in-game. Same principle applies for the normal maps. Source is just basically diffuse + normal so it's not too hard to tweak stuff.
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I agree that it's dark. There is also a real lack of blues. I'd like to see you embrace the blorange in those shots.
Really interesting stuff though. I like it a lot.
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Her Story.
I recommend it for about an hour long experience, go into it with an open mind and a calm mood if you want to get the most out of it. Definitely a fun little game that makes you think, which is great sometimes.