1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. mjens

Posts by mjens

  • Why we need to kill gameplay to make better games?

    • mjens
    • November 8, 2012 at 5:26 PM

    http://www.theastronauts.com/2012/11/why-we…e-better-games/

    I guest lots of scenes from HL2 works like this.

  • Spas12 Shotgun

    • mjens
    • November 8, 2012 at 11:21 AM

    Good job! My rifle is still waiting for time...

  • The random model thread!

    • mjens
    • November 5, 2012 at 2:19 PM
    Quote from Rick_D

    why would you use another uv channel btw?

    Yep, there are few ways to get it done:

    1 - 2nd UV channel with no overlapping faces to get a nice AO and additional mask for some details and stuff (4 channels to use)

    2 - AO bake to vertex painting - requires additional edges to make it less shitty but still it's away

    3 - diffuse overpaint if there's no collision with overlapped faces that will cause artifacts

    UV seems to be heavy because of another texture to the memory but it can be diff_size/2 texture so it's not a tragedy. As I already wrote you can use few channels as masks for details to blend stuff, add mesh painting layer or something.

  • Untitled project

    • mjens
    • November 5, 2012 at 11:18 AM

    JP, the things you won't say will be said and grow in peoples' minds. Therefore what you can't describe doesn't exist at all I mean it's to early prototype to judge the idea and some can see the "red warning lamp" that I honestly hate when talking the idea with some guys. When you say only "PK + HL" people will see the flaws of both games without paying attention to your concept that is not well described right now. Keep up a good work and show us a nice and polished prototype.

    That's why I don't ike to show early WIPs - there's a thousand words to write to make it clear what you're working on

  • Hellraid (www.hellraid.com)

    • mjens
    • November 4, 2012 at 8:05 PM

    Here are some prototypes (UVs not ready, some diffs are temporary, no normal/spec/lighting), lots of modular pieces, nice constructions can be done with that stuff combined.

    http://sharpenyouraxes.com/2012/10/31/bui…combs-part-iii/

    [Blocked Image: http://sharpenyouraxes.com/wp-content/uploads/2012/10/Building_The_Catacombs_1a.jpg]

    There's so much to be done with UVs but the work must to be done.Never change the arch construction in the middle of the work...

  • Need a new GPU

    • mjens
    • October 31, 2012 at 5:33 PM

    So the 660 and even better

    http://www.techspot.com/review/572-nvi…660/page11.html

    As you can see in the test, 660 is the best GTX in the test. And operating temp. in stress is about 61 deg.cel., 660Ti is at 77 deg.cel.

    Here's a funny fact:

    660Ti is about $280, 660 is $230 and let's take a look at the benchmark:

    [Blocked Image: http://static.techspot.com/articles-info/572/bench/BF3_01.png]

    In BF3 you'll get 7 FPS for $50. Or 4 FPS more on Skyrim:

    [Blocked Image: http://static.techspot.com/articles-info/…h/Skyrim_01.png]

    Now the best part. After overclocking the GTX 660 you'll get same FPS in Deus Ex as 660Ti:

    [Blocked Image: http://static.techspot.com/articles-info/…clocking_02.png]

    My opinion: save this $50 for something else

  • Need a new GPU

    • mjens
    • October 31, 2012 at 12:43 PM

    660Ti is only a bit better (about 15-20%) but it's more expensive. I think there's no need to spend lots of money for a card that can be replaced in next 2-3 years.

  • Need a new GPU

    • mjens
    • October 31, 2012 at 9:39 AM

    GTX 660 is awesome. I guess it's the cheapest Kepler with 2GB memory. Bottom line but from high end shelf. Go get it!

  • The random model thread!

    • mjens
    • October 30, 2012 at 12:44 PM

    Nice! How about paiting some AO? You can make a second mapping channel and use it for AO. There's a need to overpaint a bit the lighting render from 3DSMax...

    [Blocked Image: http://i.imgur.com/nOADU.jpg]

  • Medal Of Honour: Warfighter

    • mjens
    • October 29, 2012 at 6:10 PM

    I've started the game, lots of issues and bugs, some funny situations (not planned by devs). Anyway game looks enough good but plays... funny. I mean it's funny because of its simplicity.

  • The random model thread!

    • mjens
    • October 29, 2012 at 6:08 PM

    I think you need to make it more scratchy on the top there carved holes are. Very clean. The rest is good - I prefere dirt that shows somehow a history of usage, custom upgrades by user (with tape or cutted) and so on. Nice job! I'm stuck with my hipoly rifle, no time to make it The handler looks very unused for me and the colors are like from different palette I mean ther are far away from each other - that blue metal don't fit with the green parts. Maybe use one blue metal?

  • WIP in WIP, post your level screenshots!

    • mjens
    • October 29, 2012 at 4:10 PM

    Q1 textures <3<3<3

  • What have you purchased recently?

    • mjens
    • October 29, 2012 at 8:19 AM

    [Blocked Image: http://static.frazpc.pl/cms/2012/09/gigabyte-geforce-gtx-660.jpg]

    I had some problems with FPS on my GTX550Ti so I bought GTX660 and it's like 2x more FPS right now. I had about 50-75 FPS in latest MOH. Nice!

  • Medal Of Honour: Warfighter

    • mjens
    • October 28, 2012 at 5:15 PM

    Will play his today finally! What's your score?

  • Medieval village by Daniel Nilsson

    • mjens
    • October 28, 2012 at 3:40 PM
    Quote from Daniel Nilsson

    And about the houses on the pier I didn't use bricks on those houses because they shouldn't seem to heavy but maybe that wasn't enough? Do you think adding more poles to build up some more of a foundation help?

    Yep, this will to the job! Try it. I'm not saying it's not possible but it's unusual.

    Quote from Daniel Nilsson

    And by the way the meshes I created and used was: A plank, a log, a plane(walls and roof, just a different material), the window, a brick, a lantern(also used it for hinges, so the lanterns back side sticks out from the doors), a wooden bend, and the signs outside the buildings.And thanks again for the feedback, you've given me a lot to think about!

    Now that's a modular piece Creative but impossible to use in pro game development. Or maybe why not, with a bit of luck...

  • Medieval village by Daniel Nilsson

    • mjens
    • October 28, 2012 at 11:24 AM

    Nice job, I see lots of work here! Cool! Did you thought about making the ground less flat, with some more details (rocks, bushes, grass), the path is very generic. Maybe use a mesh instead of a texture on the terrain? The wooden houses on the left on the middle screenshot are aligned to terrain. I think it's not a good idea to build in such way - think about placing furniture in such interiors The scene is really isolated, maybe some hills and more trees there? Oh and I think that heavy brick walls are to heavy to hold the buildings on such a small logs. Such buildings needs a big foundation and it is possible to build such thing but not on wooden logs.

    I know that that's a lot of work but before starting making of scene how about using references? Why it's important? When playing game lots of guys will say that it's not realistic, or even stupid. This turns into bad game immersion. I guess putting such a work into your folio won't get you a job in serious game dev company. Use reference pictures before starting modelling if you want to make smething awesome and not out of this world. There are lots of refrences on Google for "medieval house":

    Google search for medieval house

    I think you've a bit misunderstood the stone corner at the big building. That's a typical problem. Check the ref pic. As you can see there's one size of the stone placed one on each other to make a corner more durable. I've seen such style as you've made in Renaissance architecture but you've wrote "medieval" so it looks like a neo-medieval fun park. Sorry if it's to harsh feadback but I'm a architecture freak and referece pics lover

    10 meshes you say? Challange accepted:

    1) road (tiled, use terrain to hide road end)

    2) grass (change scale and rotation to make it less "the same all over the scene")

    3) house variant 1 - without roof (tileable in Z axis - you can make one or two floors, you can make additional skins to change the wall texture and maybe some mesh elements to show/hide using skins)

    4) door attachment to the house - you can model balcony at one side and entrance at another so you'll have 2 meshes in one

    5) schelter/barn attachment

    6) roof attachment

    7) house variant 2 - without roof (same size for the roof but can be way more different at foundation)

    wooden scaffolding on the coast

    9) rocks for coast

    10) tree

    Nice challange, good idea for the MapCore Contest

    Edit:

    you can also try to make modular walls for houses instead of the coast with scaffolding and rocks!

  • Brutal Doom

    • mjens
    • October 28, 2012 at 10:25 AM

    Just when I thought that Doom can't get any better and... damn, this is so well done, will play it! Awesome...

  • The random model thread!

    • mjens
    • October 27, 2012 at 1:26 PM

    Wow, Minecraft 2!

  • Favourite video game music!

    • mjens
    • October 26, 2012 at 8:44 PM

    Here's my list of best of the best soundtracks:

    Blood_II_The_Chosen

    Crusader_No_Remorse

    Deus_Ex_Human_Revolution

    Half-Life_2

    Heroes_Of_Might_And_Magic_II

    Heroes_Of_Might_And_Magic_III

    Hitman_Blood_Money

    Incoming

    Little_Big_Adventure

    Max_Payne_2

    Quake_I

    Quake_II

    Quake_III_Arena

    Rainbow_Six_Raven_Shield

    The_Elder_Scrolls_IV_Oblivion

    The_Elder_Scrolls_V_Skyrim

    UFO_Enemy_Unknown

    UFO_Terror_From_The_Deep

    <3 luv them!

    Few days ago I found some old MDK soundtrack - also nice!

  • Hotline Miami

    • mjens
    • October 25, 2012 at 8:34 PM

    I was playing this game on Gamescom and talked with one of the developers (the graphics guy). Really nice game, hard for me (maybe I didn't get understood all the keys), reminds me one old game (exactly the same perspective, really similiar graphics, some cops action) - lots of fun for few bucks...

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™