Ninja panda, come on! Never say no to panda! ![]()
Posts by mjens
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That toad will be a really nice easter egg. Just like "Dopefish lives!"
Anyway - this tech demo made my day. It's pure awesome and I want to play C3 now, then I'll put my hands on SDK
Sad that I couldn't move to Frankfurt, ah 
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Quote from e-freak
cmon people. the lines have been in the original as well (although with distortion on) and while its clearly not the strongest voice/sound design its still pretty uber for a fan mod!
Creating game (made by professional dev studio) remake is like rebuilding old construction. You can't just say "Let's make it different because we're not pro". It's uber for fan mod but players want HL1 and its mood.
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Voice acting sucks... It reminds me X-COM1 CD version -they fucked up music and some sounds. Sound is a lot of mood in games, changing good old voices to crappy new ones should be illegal.
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When your know that you have to work/plan but you just can't, you should have a vacations, think about something different, be lazy for a while
Don't let burn yourself when you think you have to work but there's no ideas, look for inspiration!Then go back to work with some Red Bulls and good plan!
I'm also using some medicines with piracetam - it refreshed my mind somehow. Works awesome - it's scarry but true 
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I guess I'm to old for that...
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Well, they should update the engine to survive, so there's no supprise

I'm not saying that Valve's games are crappy because of the old technology. Hell no, Valve can provide great graphics and gameplay but time is ticking, creating better tools can save lots of LD's time.
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Good luck to you man!!!

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Hi there,
I'm checking PHPBB3 and searching for useful mods. Here are some that could fit here, on Mapcore:
Anyone knows any must-have mods for every forum?
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I think that menu should me centered or aligned to left. It's more comfortable
The rest looks great, good job! -
Ah, good old Q3! I need to install it and check this map. I like the textures, it's quite nice.
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Awesome pics! I need to visit Porto!
I hope you'll take lots of pics from Cali! 
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I'll be there from 14 to 16th.
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First I've overpainted the Game Designer & Level Designer and then I was looking for your profession
That's why I didn't noticed that 
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Quote
• I don't usually see "game industry portfolio" in the title of the portfolios around. Is it really necessary?
I couldn't see what's your profession so I've wrote "game industry". As you'll notice on some portfolios there's a profession right next to the name:
http://www.littlelostpoly.co.uk/
http://www.dux.interlopers.net/

It's not a "must have" but I think it's a good habbit.
Quote• I saw that in the suggestion the "Game and Level designer" was removed. Wouldn't it prevent the visitors to know what my job positions are?
My bad, I've removed it by mistake when modifing the menu
As I've wrote before - you need to inform about your profession so - yes - it should be there
Quote• Color: do you think that using only white and bold in the text is better than using blue to contrast the information?
Blue is better
Quote• Additional: I was thinking to keep the "(Personal project)" statement in the info to enrich the project. What do you think? (I changed the "sole" project for "personal" project).
Cool, but it's hard to find a correct place for it. You could make Personal and Professional parts of portfolio (inform about it in description and in header of the projects' list). I was trying to make such thing on my website but I had only one personal project. It could look like this:
HEADER (logo)
MENU
----- (separator)
Portfolio:
Professional Work
[projects list]
Personal Work
[projects list]
------
FOOTER
Quote• Logo: do you mean the game's logo that a project is related? For example, adding the Portal 2 logo (as seen above)? I believe this would certainly increase the attention given to a project, as the logo should be directly recognized.
Yep, don't leave only logo because it may be unreadable (most of the logos are very readable but I've seen some unreadable like Call of Juarez's
so it's good to leave text and additional logo if present).Quote• Engine: in those two Portal 2 levels I designed, I didn't use Hammer. However, in the end, the levels are running in the Source Engine. Do you think that nevertheless I can keep the "(Source Engine)" in the info?
If the game is running on Source Engine it means that it's OK
If you used GTKRadiant instead of Hammer, just type it in your skills section in resume.Quote• I am thinking about the "Home" and "Portfolio". As in the current format the Home displays the header images, wouldn't these menus take the visitor to the same place?
Yep, frontpage of the portfolio should show the gallery so there's no Home page actually
Quote• I saw that you (apparently) suggested the removal of the menus "Design Docs" and "Extra Skills". Don't you think they are worthy to be kept?
Move it to portfolio as a part of Professional or Personal Work. It's a part of your folio and it should be on one page so it will be easy to print/check on mobile phone. I think that "Portfolio" page (main page) should contain all your works. Only one page. The second page is Resume (with contact) and the rest are up to you (Artices, Dev Blog, Links and so on).
Good luck!
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Yep, 3 looks nice in 3DSMax but I've noticed that 4 looks also cool in game engine and it has lower triscount
Still the bevel technique is nice 
Meanwhile in Russia:
[Blocked Image: http://www.funiaste.net/obrazki/996d4e8ede9faba32476534d78771de4/5010f312/2012/lipiec/26/75381623.jpg]
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Quote from Steppenwolf
There are plenty of threads about tanks and armoured vehicles on polycount that you can check out to get an idea what the hp mesh is for.Btw Seir there is also another method other then chamfering to fake smooth edges. This seems to be quite popular with people who use only ndo for their normal maps:
[Blocked Image: http://i.imgur.com/pqOA7.jpg]
There's a way to reduce polycount with only one chamfer and nice smoothing. Here you go:
[Blocked Image: http://i.imgur.com/Va93M.jpg]
With "Edit Normals" you can "fake" some lighting information, still baking normal map is better but if you need to make a little prop and save memory with not using normal in separate DDS file then it's a good idea to do that.
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I see that there are some darkening GI imitations, how it's made?