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  3. Psyshokiller

Posts by Psyshokiller

  • WIP in WIP, post your level screenshots!

    • Psyshokiller
    • February 25, 2008 at 2:29 PM

    Hey Michi, how do you do?

    I think you should adjust the fog a bit, it looks to thick.

    Those houses are from one of your battlefield maps as it seems?

  • GDC 08: CryENGINE 2 Movies

    • Psyshokiller
    • February 23, 2008 at 10:38 AM

    Beautifully done. Anyone noticed the chicken?

  • Crysis Map ~ Vulcano [WIP]

    • Psyshokiller
    • February 23, 2008 at 10:32 AM

    Finally some more information on assets. Thanks HP.

  • ID Software job-page

    • Psyshokiller
    • February 22, 2008 at 11:31 AM

    If Visa were easyer to get.

  • game devs you really hate!

    • Psyshokiller
    • February 22, 2008 at 11:26 AM
    Quote

    'm not sure what the answer is, maybe scaling back the size and visions of mod teams?

    That seems to be the most crucial issue for most of the mod teams. Huge games are being planned and organisation is bad, which leads to frustration and often wasted work. Developing in Episodes might be a good thing (for singleplayer mods), so people get to release more often and keep their motivation, which is close to the "release early and often approach".

    Reading all this makes me quite happy to be modding with IDTech4 though, since you got all the tools in the game exe. Even if the AF editor is total crap.

  • WIP in WIP, post your level screenshots!

    • Psyshokiller
    • February 7, 2008 at 9:28 PM

    Thrik: It's just the radiant as you know it from Q3, plus some new features.

    Great as usual BJA!

  • The random model thread!

    • Psyshokiller
    • February 6, 2008 at 9:47 AM

    Oh that's really lovely. Could be well used as a pipe or support beam. The rivets and seams (those black lines between the metal plates) look kinda painted though. They lack depth and are not as sharp.

  • Orion Project is looking for animator and modeler.

    • Psyshokiller
    • February 6, 2008 at 12:20 AM

    Looks sweet.

  • Pirates, Vikings and Knights II - Beta 2 Released!

    • Psyshokiller
    • February 5, 2008 at 7:55 AM

    Arrrrrrrrrr!!! Finally the battle can go on.

  • Ubi's Montreal office partially collapses and crushes car

    • Psyshokiller
    • January 31, 2008 at 9:52 PM

    It was done on prupose and nobody secured the area below?

    You cannot be serious

  • Ubi's Montreal office partially collapses and crushes car

    • Psyshokiller
    • January 31, 2008 at 4:59 PM

    Way to make a new panorama window

  • They Wonder Why People Don't Make PC Games Any More

    • Psyshokiller
    • January 29, 2008 at 8:07 PM

    Great way to establish steam further.

  • WIP in WIP, post your level screenshots!

    • Psyshokiller
    • January 29, 2008 at 6:09 PM

    Algor: It's Quake4.

  • This Doom 3 mod needs more love

    • Psyshokiller
    • January 26, 2008 at 2:46 PM

    He's been working on that thing like forever now and it honestly is still far from looking good.

    I know this guy from earlyer days and we've been talking on skype back then.

    D3: If you want to give it a go, there's Hell Island, which is more or less an expanded and reworked Hell Island.

  • WIP in WIP, post your level screenshots!

    • Psyshokiller
    • January 25, 2008 at 4:22 PM

    Great work as usual BJA.

    Wonder how this batches though, seems like there's quite a bunch of lights and different textures.

  • Crysis Map ~ Vulcano [WIP]

    • Psyshokiller
    • January 21, 2008 at 5:06 AM

    Oh my god that water is the sheer awesomeness.

  • [Prey] Several problems

    • Psyshokiller
    • January 16, 2008 at 1:42 AM

    Did you change anything in the "base" folder?

  • WIP in WIP, post your level screenshots!

    • Psyshokiller
    • January 10, 2008 at 5:57 PM

    Good lighting. Keep it up!

  • The random model thread!

    • Psyshokiller
    • January 10, 2008 at 2:30 PM

    Thanks for the hints. Those can even be accomplished by pulling some vertices around on the lowpoly.

    Sentura: My pipeline was: basemesh in max-> highpoly in zbrush-> lowpoly in max-> baking in zbrush.

  • The random model thread!

    • Psyshokiller
    • January 10, 2008 at 2:12 AM

    Dead oak mapobject.

    588 tris

    1024 Diffuse, Normal.

    [Blocked Image: http://xs123.xs.to/xs123/08024/pics422.png]

    The screenshot is from Prey (doom3 engine).

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