Awesome, the link doesn't work but I guess it's temporary.
I'll definitely consider it for my future project, I loved Bound in Blood!
Awesome, the link doesn't work but I guess it's temporary.
I'll definitely consider it for my future project, I loved Bound in Blood!
If I may, I'd suggest that you add darker gradients around the edges of the password-panel, and don't use a 100% white texture. That should make it look more like there's a light source illuminating the panel from behind, making it look less like a non-rendered square. I'm guessing it's possible even if you self-illuminate it, even though I'm not familiar with source.
Also, I think the can exit is too dark, you should give it a tad brighter metal texture so it doesn't look pitch black.
That's pretty cheap improvement, I have to agree, but that's a start ![]()
[Blocked Image: http://img11.imageshack.us/img11/87/courtyard00202.jpg]
The map won the 3rd prize of the Grindhouse Contest. That means 2 Nvidia GTX 9600 GSO graphics cards. ![]()
Quote from SolSaraWhat does "Fi donc ! Foutre ! Morbleu ! Mordious ! Mortecouille ! Par la malepeste ! Que le grand cric me croque ! Ventre saint-gris !" mean? And when would they be proper to use?
Hey, I'm not fascinated by history, but can help with the meaning of these:
Fi donc! : expresses disgust or contempt.
Foutre! : literaly it translates into Cum! It can be used as Merde (=Shit).
Morbleu/Mordious : They refer to the death of God, but using bleu (blue) or dious (deus) instead to avoid blasphemy. Like saying "Oh my gosh" I guess, but with a meaning close to Merde.
Mortecouille : Well, literally it's like saying "Dead ball", as in testicles ![]()
Par la malepeste : Refers to the plague, it's like "By the name of the great plague" or something.
Que le grand cric me croque : Very similar to saying "I'll be damned!", it's literally "Shall I be eaten by the big eater" as in death.
Ventre saint-gris : another familiar swearword, which etimology I don't know.
I would also have thought about "Sacrebleu", that english-speakers seem to have heard about more. But I don't know if it's too old or too recent to be used in that context.
Anyway, no wanting to distract from the topic, I just had 5 minutes to kill so I figured I'd explain away old french insults ![]()
Yeah, indeed HP, but there's still much to be done before I can consider it done ![]()
Thanks for the advices, will keep that in mind. I do agree the textures are way too clean and bright compared to the vegetation around them, but I leave that for later, when I set up the weather, so I can tweak the diffuses accordingly with the ambient luminosity.
Here are a few shots of the Crysis level I'm working on. Hopefully I'll manage to get it done before the end of the year, it kind of became more complex that I had initially envisioned, and my 3DSMax skills aren't the best so it either takes ages or looks a bit crap. Lighting and weather are temporary, as well as many of the current textures.
[Blocked Image: http://img200.imageshack.us/img200/1443/corwincrysis01.jpg]
[Blocked Image: http://img44.imageshack.us/img44/8976/corwincrysis02.jpg]
[Blocked Image: http://img44.imageshack.us/img44/9203/corwincrysis03.jpg]
[Blocked Image: http://img40.imageshack.us/img40/4585/corwincrysis04.jpg]
[Blocked Image: http://img200.imageshack.us/img200/2402/corwincrysis05.jpg]
Just updated the design, I think it looks tidier now.
Let me know what you think ![]()
Cheers, thanks for that! I'll keep it all for a few weeks from now when I'm ready to apply. ![]()
Thanks about that Furyo, useful read!
I read numerous times that you couldn't really get a job by mail and had to phone, and I'm not talking about interviews but about the follow-up to sending your application. I'm wary about harrassing the company with phone calls to enquire about the status of my application. I'm afraid it won't do much good, since I'll probably first reach a secretary who won't know, pass me somebody who might, only to get told that if I didn't get any news, it's because they didn't have the time to check it and so I have to be patient.
According to what you wrote, it seems you suggest mailing again instead of phoning, waiting for the company to phone you instead. It is closer to what I thought was the right way, but I'm an outsider, so if anybody could confirm or deny that, it'd help me take a decision.
Second question, you work at Ubisoft Montreal, and I was wondering, is it mandatory to use the Ubisoft career website to send an application. I just don't know if its the best tool since it seems to force your CV to be plainly text, to have you create a generic profile/cover letter/CV that aren't really aimed at any company, and I don't know if it'll let me send attachements (even though a job offer asks for game analysis documents). I didn't complete the profile creation because I was waiting for my portfolio to be ready, but it still looks like it won't let me do exactly what I want. Would it be alright to find the address of the company's email and send it directly, or does it increase the chances to get rejected or lost? For instance, in France it seems that there's a single ubisoft contact address for 3 companies (Paris, Montpellier, Annecy), so I'm afraid it won't ever reach the right one. Or am I just too harsh on the career portal and there's options to send specific CVs and cover letters to a company even though a generic set exists in your profile?
Thanks!
Here's my current portfolio:
I just updated it with a new color set, but I feel like it looks too busy now because of the colors all mixed up together, so I might revert to the white/grey one or edit this one later on.
Let me know what you think, and if you find browser-related issues, please let me know!
Quote from Bic-B@lli love this, its low so you'll have to crank it
Oh man, that scene from Collateral, I watched it over and over after I first seen the movie, it's so great!
Great scene from RocknRolla, too bad the sound is so low
Quote":1lkjw5ci]hey world... oi... pst... stop fucking translating movies! ktkxbie
QFT
Thanks for the comments, I didn't really aim at Source graphics, just tried to stay away from the Killing Floor ones :wink:
I had to add some antiportals to try and improve the performance a bit for lower-end computers, so here's the new DL link.
Here's my entry for the Killing Floor mapping contest.
[Blocked Image: http://www.clement-melendez.com/portfolio/pictures/market/market10.jpg]
[Blocked Image: http://www.clement-melendez.com/portfolio/pictures/market/market12.jpg]
[Blocked Image: http://www.clement-melendez.com/portfolio/pictures/market/market03.jpg]
[Blocked Image: http://www.clement-melendez.com/portfolio/pictures/market/market04.jpg]
[Blocked Image: http://www.clement-melendez.com/portfolio/pictures/market/market05.jpg]
[Blocked Image: http://www.clement-melendez.com/portfolio/pictures/market/market06.jpg]
[Blocked Image: http://www.clement-melendez.com/portfolio/pictures/market/market07.jpg]
I'll soon setup a server with this map for people to play it online. It'll be this address: 85.234.148.141:7767
Hey, I'm currently finishing up a beta of a Killing Floor level that I will submit to the KF Mapping Contest by the end of the month.
I'm not enthusiastic about releasing a public beta because I don't want it hanging on the public servers forever even after the final version has been released, so I'd like to gather 5 trustable people to join me on a private server and help me playtest it.
Any person wanting to help should:
- Own a copy of Killing Floor.
- Not be developing a level for the KF Mapping Contest.
- Not share the level or pictures of it with anybody until the first wave of the contest has been closed.
- Own a microphone to chat either within the game or on TeamSpeak/Ventrilo. It would be best to provide me with instant feedback.
- Have about an hour, maybe 2, to dedicate to the test (and the patience to endure my french accent :wink: for that long)
I'll be providing the private Killing Floor server for the beta-test session (will be hosted in the UK). I'd like to be able to run the test within 4 or 5 days from now if possible.
If you're willing to help, please post here what time and day of the week would suit you.
Thanks!
You're not going about this the right way in my honest opinion. Everybody on these boards have seen dozens of guys asking for somebody to do their work for them, and there's a good chance nobody's going to step up and do it for you, especially since you ask for them to do EVERYTHING, to even adding the model into a level and sending it to you. Creating levels is a challenging and intensive process, and you won't be able to skip steps like that. Learn to do it yourself if you really need it.
First of all, you can get a 1-month tryout with most of these applications, so if it's only a tent you need, you can easily learn the tool and create it in a month before your unlicenced version runs out. There's also XSI ModTool which is free of use, even though more limited than its parent.
Second, I don't know exactly where to look for that kind of stuff, but there's bound to be some models libraries hanging on the web, with models for Half-Life 2 freely distributed. Maybe you'd find your model on there and don't have to create them.
If you still can't find a model or create it, I'd say you'd be best rethinking your level and going for something that you can create without any custom models, with only the original ones from the game.
Yes, you can create one yourself in a 3D application like 3D Studio Max or XSI Softimage then import it into your level.
You'll find plenty of tutorials about that (the creation, and then the export process) on HL2 dedicated websites.
I would think the similar way to do that in 3DS would be to use the Collapse tool and collapse it into a mesh. That merges all the history and modifiers in the stack. I found out that if I don't do that before exporting as ASE, the Unreal Engine will only be able to open part of my model and with messed up edges. Try doing that before exporting. It's a tool that should be by default part of the list, along with the Reset Xform (which doesn't hurt doing as well before you export).
That looks awesome, congrats, I'll make sure to try that out.
Quote from Seldoon182This is what I get when I remove a couple of poly then I give to a vertex the same coordinate (x,y,z) compared to the "main" vertex coz if I try to weld them on each other the model's compil crash...
Do you just move your vertex onto another one or do you actually use the Weld tool (in 3DSMax I mean, if you use something else, I dunno how it's called or where it is)? The quickiest way to achieve that result would be to switch to Vertex editing, then click "Target Weld" and click on the two vertices you want to weld.
Sorry if you already know that, I don't want to sound condescendant, but moving one vertex to the same exact positions of another one doesn't merge them, since the edges between the vertices don't get updated/reassigned. I'd say the compiler crashes because you have 2 vertices too close to each other.