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  3. Mr. Happy

Posts by Mr. Happy

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • January 8, 2011 at 11:53 PM

    orthopaedic surgeon I always look forward to seeing your progress on this project. you should have your own thread

    if you do end up texturing and lighting the scene consider doing the night version for lighting as the colors and composition of the lightbeams are awesome too.

  • Constant grinding noise from PC

    • Mr. Happy
    • January 7, 2011 at 4:41 AM
    Quote from D3ads

    Damnit.. sorry for the dumb questions but I'm not a tech wizard. These white plugs that go from the PSU into the various peripherals/motherboard all look the same but do they have to be connected up in exactly the same way if I get a replacement? It all looks so complicated

    Only the small ones, like they are talking about, the big flat ones with four thicker pins in them are called "molex" and are just your computer's version of power cables. With those if you can plug it in you win.

  • "20 Brush" level compo! WIP / discussion thread

    • Mr. Happy
    • January 5, 2011 at 3:34 PM

    Just to clarify, I assume the brush has to be visible non-sky to count right? Or do sky brushes in editors that use them count towards the limit? What about in, say, source, nodrawed brushes used to control vis/csg? And since you can have pickups/objectives I'm going to assume that triggers and special effects brushes directly related to those things are ok (like the respawn room no entry visualizers in TF2 wouldn't count) or would they?

    May want to use a no displacements/patches rule just to keep it more in the spirit of brushes. I know my ideas rely heavily on displacements to not be flat.

  • "20 Brush" level compo! WIP / discussion thread

    • Mr. Happy
    • January 3, 2011 at 5:32 AM

    Oooh cool idea I like that!

    I'm thinking crystal-fantasy TF2 map

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • December 28, 2010 at 3:54 PM

    @Campaign Looks cool, very arty and the design elements flow well. Too bright though as has been said.

    I completely changed the way the raft sequence works (was props on a train, now is props in carefully calibrated push volumes) and it looks much better.

    For demoman tf2 community submission:

    [Blocked Image: http://dl.dropbox.com/u/9300049/lachaber_wip2.jpg]

    what distances should I make the LOD's for? I'm thinking 70, 150, 256. Does that sound right?

    I used sculptris on the handle which, compared to zbrush, is like sculpting with your mind, amazing!

  • steam shortcuts to tools in small mode

    • Mr. Happy
    • December 25, 2010 at 9:43 PM

    You can also pin Steam to the start menu and then it will also show the most recently run items under that, which you can also pin (win 7). And no, Im pretty sure older windows don't support that.

    I have 2045 hours (seems low)

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • December 25, 2010 at 3:02 AM

    wip

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  • [Unpaid] [UDK] Project Aron recruiting

    • Mr. Happy
    • December 23, 2010 at 4:41 PM

    Looks pretty awesome, fun, smooth, good implementation. If I worked with UDK I'd apply.

  • Black Mesa Source

    • Mr. Happy
    • December 22, 2010 at 5:45 PM

    awww thats really cute

  • totally random texture thread

    • Mr. Happy
    • December 21, 2010 at 4:49 PM

    Need advice on making textures for spilled oil, here's where I'm at:

    [Blocked Image: http://dl.dropbox.com/u/9300049/oiltest.jpg]

    Not sure if I should darken the cubemap or do most of the darkening in the envmapmask. I dunno how does it look to you guys, somethings wrong.

  • Humble Indie Bundle 2

    • Mr. Happy
    • December 15, 2010 at 5:39 PM

    And charity too! Machinarium is AWESOME btw.

  • Uncharted 3

    • Mr. Happy
    • December 11, 2010 at 2:53 PM

    My guess is that everything in that scene is in-game in a rough state and that's a paint-over, not a matte.

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • December 8, 2010 at 1:00 AM

    Glad it helped sorry I didn't give better before.

    The Vulture didn't see your update before, looks great man. Perfect!

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • December 5, 2010 at 5:46 AM

    Well let's see, the color variation in the barn looks more like camo than different boards having different amounts of weathering. Do the color variation per board. Also I think if it was weathered the red would be a little paler, not pale, but paler. Also I think you should darken the barn area so there is more contrast with the fireballs and with the light above the doors. About that light, an oil lamp sitting on some crates might be more appropriate. You could also have some hay barrels, broken farm equipment, or something else besides the tires to break up the line where the building meets the grass as the tires are flat, dark, and therefore blend into the background.

    The barn door has no visual seperation or any kind of shape to it and the arrangment of the boards to indicate doorness: it looks like an extruded section of wall. Maybe use an X arrangement on it and trim on the edges. The hinges melt into the wall and are hard to see.

    The lighting on the right silo has a blue tint to it in the center of the highlight that looks weird. Also it has a secondary tube shape coming down the side that doesn't reach the ground...not sure what that is but maybe have it's mouth angled towards the camera. The lightness of gravel might looks nice on the road.

    All in all it's a nice scene but I think the barn is weird looking regardless of the spec map. Maybe post a new screen.

    Oh one last thing, the top window of your barn would be more interesting as a door as they are used for loading/unloading hay barrels. They also have a small crane arm with pulley often.

    Look at the wood on this barn:

    [Blocked Image: http://www.tommckay.net/wp-content/uploads/2009/05/old_barn.jpg]

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • December 4, 2010 at 8:57 PM

    MY GOD THE NORMALS, THE NORMALS!! That barn looks like it's made of wax

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • December 1, 2010 at 8:08 PM

    I hope you removed the left planet I think that was the one that was throwing it off. As for that black plus shaped thing it might look good as a more well defined tree stuck to the edge of the cliff.

  • Off Limits Level presentation video

    • Mr. Happy
    • November 18, 2010 at 2:41 PM

    Awesome stuff bro. I helped beta test Off Limits a loong time ago when the beta first opened up and while I found it a bit confusing and the gameplay not quite my style I still enjoyed myself and the immense and highly detailed levels. Congrats and GL on the release.

  • Amazing CG video

    • Mr. Happy
    • November 18, 2010 at 3:45 AM

    really cool, great atmosphere, amazing lighting. must have taken ages to render

  • RAGE

    • Mr. Happy
    • November 16, 2010 at 11:13 PM

    30 fps makes my eyes itch and makes me want to look away from the screen

  • OnLive

    • Mr. Happy
    • November 15, 2010 at 1:53 PM

    Indeed. Not to mention if you live in the US you don't have a good internet connection, at least it's standard practice here to throttle everything to half or less of what you paid for and then to further throttle it based on what it does. This is probably why they have a contract with ATT: ATT runs alot of the fiber backbone and could "improve" the latency of the service by NOT throttling it :/

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