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  3. mjens

Posts by mjens

  • From quake 3 BSP to UDK static mesh (+successfully imported in 4 steps)

    • mjens
    • March 15, 2013 at 1:37 AM

    ...or just use 3D Ripper DX

  • Level Design Inspiration Photo Blog

    • mjens
    • March 11, 2013 at 4:06 PM

    I have tons of ref pics from games, if you could make a nice website engine with images taging then I'm in!

  • WIP in WIP, post your level screenshots!

    • mjens
    • March 4, 2013 at 9:53 AM

    Looks really promising, can't wait to see more, Phillip. I love that style, keep goin!

  • Aliens: Colonial Marines - WTF Happened!?!

    • mjens
    • February 14, 2013 at 10:59 AM

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    Quote

    Yeah.. this is why I preordered the game. I feel like I have been Dead Island-ed. =[

    Sad but true, still awesome joke

  • Gabe Newell: Reflections of a Video Game Maker

    • mjens
    • February 14, 2013 at 10:30 AM

    Yeah, what's all about that layoffs? I've heard that about 30 guys (some of them did important things in Valve since early years) were laid off...

  • CS:GO - LODs disabled?

    • mjens
    • February 12, 2013 at 7:46 AM

    Check your graphics options. Maybe you have a nice video card so the settings switched up to best quality (than can turn off LODS to make graphics more "l33t"). Try running a game on low details. I haven't played CS:GO so it's only a blind man's idea

  • What have you purchased recently?

    • mjens
    • February 5, 2013 at 11:55 AM

    [Blocked Image: http://www.lunaoptica.pl/files/89833_eglo_large.jpg]

    Shieeeet, I bought a lamp for my new apartment few days ago and I decided to hook it to ceiling yesterday. Then I saw that the name of this lamp is...

  • Metro: Last Light

    • mjens
    • January 26, 2013 at 6:01 PM

    Looks nice but it's a promo shot. Let me see this on qX360

  • Q1 - In the Shadows

    • mjens
    • January 25, 2013 at 11:26 AM
    Quote from sock

    I saw a similar system recently in the game Mark of the Ninja - http://www.ign.com/v...ja-video-review and even thou it is an awesome game for stealth game play, the obvious '?/!' symbols just breaks the immersion for me. This is why I went with the stealth eye because it felt like something that was alive and helping the player. I also linked it with story and idle animations (it looks left/right and blinks at the player). The other problem I have with ?/! symbols is that it makes me think of WOW and quest givers. The ?/! symbols have become an universal visual language in games, especially mmorpgs.

    True, !/? is the first step to make it too arcade-like. How about sounds? The Calm/Upset/Alarmed states can be set with idle sounds maybe.

    Quote

    Now this is something I can do! When the player has the amulet their weapon is partly visible (alpha 0.75%). I do play the ambient invisibility sound in the background but you will never hear this in the video demo's I do. I would love to add the invisibility icon to the HUD but the engine stops drawing all weapons and that is awkward if you are trying to work out which weapon is active. Ideally I should have proper HUD icons showing player states but that would require an engine update.

    How about the player icon on the HUD? In Q1 there was eye/helmet icon if I remember correctly. The sound, alpha, icon and PP should do the job.

  • Q1 - In the Shadows

    • mjens
    • January 24, 2013 at 2:08 PM

    Invisibility can be shown by an effect on weapon (Crysis-like - I guess not possible in Q1) or postporcess (like quad damage effect, maybe an ambient sound).

    Still we need to remeber that postporcesses or other "non-stop ON" thingies can be annoying for player after few minutes of playing.

    Some less immersive ways to show invisibility/enemy alarm level to player is by giving him info on HUD. Somehow your "eye above enemy" is such an mechanic and it doesn't colide with immersion but the eye symbol is not so clear for me. I thought that this is a saint's aureole. Skyrim used eye symbol on crosshair - not so awesome but not bad after all. I have an idea of 3 AI stages. "Calm" stage - no icon, just a monster wandering around. "Upset" stage - the AI "heard" or "seen" something weird (player ) and the "?" symbol appears above the enemy. "Alarmed" stage - there is a "!" symbol above the enemy or no symbol but he AI attacks, screams etc.

    The player's visibility feedback can be fixed with HUD info like crouch/prone/stand icon in COD series and may more. When noone sees you, there's no info or "invisible" text/special crosshair with symbol thay will say you're invisible. When someone will notice player's action, the cursor/sign will change. With this and some effects (particles? ambient? quad damage-like postprocess?) player should understand that he's invisible.

    These are two ideas on player's visibility/enemy behavior but it all gets to lots of coding in Q1, hard to make I gues... Anyway, if you still want to work on that MOD you can consider such ideas. Still it's only "observer's" problem - maybe the intro or welcome message gives the idea on the invisibility and I didn't noticed that Good job and good luck!

    EDIT:

    Wait a minute. There was invisbility in Q1. That flying eyes Some went step further with the opacity. On GLQuake the water can be transparent so why not the weapons?

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  • Q1 - In the Shadows

    • mjens
    • January 18, 2013 at 8:36 AM

    I don't get it why they look at you but they can't see you

  • 3dsmax : Flat Shading

    • mjens
    • January 8, 2013 at 9:13 PM

    Try asking on polycount technical talk. They know everything.

  • Dragons: wild skies

    • mjens
    • January 4, 2013 at 8:00 AM

    Wow, very nice!

    There's no way in my team to keep a whiteboard so "clean". I mean we have tons of ideas so there's a lot of text/images on board at the same time!

  • Happy new year folks!

    • mjens
    • January 1, 2013 at 2:01 PM

    [Blocked Image: http://gamercrave.frsucrave.netdna-cdn.com/wp-content/uploads/2010/12/HappyNewYearBioShock1.jpg]

    Happy new year!

  • What have you purchased recently?

    • mjens
    • December 31, 2012 at 1:58 PM

    OMG I finally have 100% mine XBox 360 Gamertag is still "mjenso". Not sure if it will stand long in that state, my girlfriend wants kinnect fit and other girl-games... Well still it's fine until she will play jRPG's

  • WIP in WIP, post your level screenshots!

    • mjens
    • December 28, 2012 at 8:28 PM

    Really nice! Give more! And the palette thing is worth considering

  • How to break in the games industry - an insiders' guide

    • mjens
    • December 28, 2012 at 10:43 AM
    Quote from blackdog

    Any reference about sources to find average salaries? Several companies require a salary proposition in the application.

    http://www.gamecareerguide.com/features/1108/…survey_2012.php

    It's very "liquid", there's few factors that will shape the salary: skills, experience, your and company situation, location and so on...

  • Level Design Help Files

    • mjens
    • December 27, 2012 at 10:30 PM

    Got some more, most form MapCore guys:

    Buildings, abandoned stuff:

    Industrial Photography Archive

    Forbidden Places

    Great Building Collection

    Zahkunst

    WebUrbanist

    UrbExp

    SleepCity

    Opacity

    Industrie Kultur Fotografie

    Dubtown

    Dereliction Addiction

    Decay


    Landscape:

    EarthPorn

    Design:

    TheCoolist

    Random Stuff:

    English Russia

    BigPicture

    Shorpy

    There was a reference topic, am I right?

  • She said yes!!! Now I'm engaged.

    • mjens
    • December 25, 2012 at 2:25 PM

    Gratz!

  • What are you playing now?

    • mjens
    • December 24, 2012 at 3:54 PM

    I've installed Quake and tried few latest custom maps and I'm amazed with the skill level of mappers. I don't remember games from last months that gave me so much fun. The quoth mod plus fitzquake works nice, I recommend!

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