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  3. m8nkey

Posts by m8nkey

  • DICE: Mirrors Edge Screenshots

    • m8nkey
    • January 13, 2008 at 12:49 PM
    Quote from JohnC

    Er..... why is it in first person? Games with focus on movement and environmental interaction usually work better in third person. I'd at least like a choice in the matter, but then again I'd like that in most any game.......

    Personally, I think first person provides a higher level of immersion and if they manage to pull off their ambition of natural movement and the impression of an entire body, it'll be a big step forward for the fps genre. Sure they could have made it as a third person game. Then it would of just been another prince of persia clone and brought nothing new to the table.

    Dark Messiah comes to mind as a reasonable attempt to introduce an entire body to an fps though it fell short as a game in a few areas.

    I'm with FrieChamp, this is one of the rare occasions I'm highly anticipating a game.

  • CS_Metroplex

    • m8nkey
    • January 13, 2008 at 5:54 AM

    Thanks for the feedback.

    Nexus: You're right about decals but I consider them a finishing touch. I still haven't completed the world geometry or creating all the custom props I need which is what I'm concerned with atm.

    Sentura: A new bin and a bus are on my list of models to make, along with an ATM, phone booth, post box, building signage, bollards, magazine dispencer.

  • CS_Metroplex

    • m8nkey
    • January 11, 2008 at 12:00 PM

    Thanks for the possitive comments on the road texture . My texturing skill are pretty ordinary. I applied a high res version to a box in 3ds max and bent it to create the curve followed by more ps work to tidy it up. It was simple but I wasted an entire day getting it right. For some reason I was getting seams between the curve and the straight texture even though it was completely seamless. I even blended them together as on giant texture in PS then cut it up and it still had seams. After hours of playing around and remaking the texture from scratch I found out that it was caused by the edge textures on the opposing side of the curve (because the curb is part of the texture). I offset a couple of pixels of the road to appear on the other side of the texture and it removed the seam.

    Some more wips

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0006.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0007.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0008.jpg]

    this shot shows the refractive texture i'm working on for the shopping mall. hopefully it'll look alright and allow me to create a convincing internal area with limited detail.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0004.jpg]

    I'm looking for someone with better texturing skills than myself to assist in skinning my models. Please contact me if you're interested or know someone that might be.

  • Glass refraction/blur in CS Source.

    • m8nkey
    • January 10, 2008 at 6:29 PM

    apologies for the stupid question. I had a look through the standard materials in the gcf file and although there are examples there, I couldn't find 'em. I ended up finding an excellent reference map with many examples (25 different maps!!!) for refractive maps made by a guy called "nudel" http://%7boption%7d

    I still have no idea what a dudv map is and intend to look into that further. They look unusual and I'm interested in finding out how they're produced.

  • Glass refraction/blur in CS Source.

    • m8nkey
    • January 10, 2008 at 2:23 PM

    I'm trying to create a glass texture which blurs and distorts anything behind it, similar to the lab windows in Portal, for CS Source. Is this even possible or is it utilising features post Orange Box?

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • January 9, 2008 at 9:54 PM

    looks interesting JeanPaul. How do you intend to contain the map? With everything built up off the ground looks like it could be difficult restricting visability or concealing the edges of the map.

  • The random model thread!

    • m8nkey
    • January 9, 2008 at 9:20 PM

    done. optimised the UV map and now using a 512x512 skin. also, posters are just placeholders

    *replaced the model pic with UV map in my previous post with the new UV map. http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bustop.jpg]

  • The random model thread!

    • m8nkey
    • January 9, 2008 at 6:31 PM
    Quote from generalvivi

    yeah i made a self illumination map for the sign and the neons. Ima have to do something about getting a faked lighting on it for when its turned on but we shall see.

    Nice, looking forward to seeing what you do. btw My introduction to max was your tutorials .

    Here's a wip of a bus stop. I'm pretty happy with the model but I'm going to merge some more replicated areas of the UV map and make it more efficient.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0005.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0004.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bustop.jpg]

    I know I'll get better with practice but my texturing skills truely suck balls. If anyone with skillz would care to skin (or even make) some models for my duke map http://%7boption%7d contact me. I need a ton of custom models and textures and I'm doing the lot myself atm.

  • The Forgotten

    • m8nkey
    • January 9, 2008 at 4:18 PM

    Nice looking textures D3ads

  • Fistful of Frags released!

    • m8nkey
    • January 9, 2008 at 3:23 PM

    Well done R_Yell. I read this post before checking out FoF and it went beyond my expectations. Obviously improvements could be made and it's only a beta but I'd go so far as to say it's spotlight worthy. All the maps are of a high standard though El Paso in particular is beautiful.

    I'd have to aggree with many posts that most the character animation sequences should be faster. For example you could retain the same mechanics for the punches but increase the speed of the fist animation. Some reload times seem excessive too.

    Another thing I noticed is that I couldn't run and straff at the same time. I was playing with a friend and he couldn't either. Is this deliberate?

    I like the fact you can shoot and look around but not move while looting, I think this enhances gameplay.

    I also have some CC for El Paso.

    The saloon style doors throughout the map are very cumbersome. I'd suggest using an invisable trigger to open the doors when the player is in the vacinity without having to physically push them.

    I also found the lighting in the Desperado spawn point made it difficult to know where to exit the spawn point at first. One round when I was on the Vigilantes the entire Desperado team (6 players) couldn't work out how to exit the spawn point.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/fof.jpg]

  • The random model thread!

    • m8nkey
    • January 9, 2008 at 9:55 AM

    Looks good Vivi. Is that going to be neon lights around the outline?

  • CS_Metroplex

    • m8nkey
    • January 5, 2008 at 8:45 PM

    I had some time (not as much as I would have liked) over christmas to make some more textures and refine the outdoor area, adding a bit of ground level detail. Wesley told me the assault road texture looks like shit and after initially defending it, I'd have to aggree with him so here's a WIP of a new road texture I made.

    I also caught up with an old friend who knows a thing or two about level design and he suggested some awesome ideas for storefronts which I was really struggling with. I still need to make more textures before further refining the brushwork and getting into the serious detailing using props and overlays. Slapped a few around just for effect.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0002.jpg]

  • totally random texture thread

    • m8nkey
    • January 5, 2008 at 8:38 PM

    Calling upon my vast wealth of inexperience, I'd say that's looking pretty good Meotwister. The moss looks convincing to me. What's that shot taken in? It's difficult to see the texture of the bricks.

    Pomperi: Wish I could provide some CC as useful as yours but all I can say is damn that look nice. I'm actually aiming for only very moderate weathering and after reading your comment and looking at my WIP again I realise it's completely inappropriate. It's for a relatively clean city map. In my head I guess I thought pollution would contribute most to the weathering but considering it's not industrial I think desaturation of colour maybe with some moderately crackled paint, as you suggested, would be a good start.

  • totally random texture thread

    • m8nkey
    • January 2, 2008 at 2:27 PM

    I've struggled with that tut too. I can't seem to get the desired effect from painting using the "all layers" technique.

    Here's a wip for some signage for my current map. I know I could spend some more time detailing the weathering but considering the amount of content I need to make and how long I've been working on this map already, dunno if I'll get around to it.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/advert06.jpg]

  • totally random texture thread

    • m8nkey
    • December 29, 2007 at 9:04 AM

    That's the one, thanks Acumen.

  • totally random texture thread

    • m8nkey
    • December 27, 2007 at 7:50 AM
    Quote from p2xelgen

    A few changes:[Blocked Image: http://i110.photobucket.com/albums/n86/Pixelgen/111111111111111111111111111111111.jpg]

    Somewhere in this thread I saw a tutorial someone posted in response to this texture which looked very similar. The tutorial had some awesome techniques for creating worn metal I'm interested in but I can't find it even though I've searched back and forth through this thread a few times. Anyone know the tutuorial I'm talking about?

  • WIP: first dm_squibbtech screenshots

    • m8nkey
    • December 24, 2007 at 5:41 AM

    Have you considered making the map for hl2dm, q4, UT3 or a different fps with deathmatch gameplay? Not too sure how suited your idea is for CS though that style of arena would definately suite Q4 or UT3. Good luck anyway.

  • Crysis Map ~ Vulcano [WIP]

    • m8nkey
    • December 24, 2007 at 5:34 AM

    Looking good HP. Unfortunately I wasn't too happy the the performance in the Crysis demo on my system so think it'll be around a year or two before I get around to checking it out

  • The new year is coming...

    • m8nkey
    • December 12, 2007 at 10:39 PM

    I feel ya D3ads. I worked in a few different design fields (not game) before a massive unemployment stint, I'd find work but it would only be short term. After a while I decided I couldn't cut it as a designer and I didn't know wtf I was going to do with myself so I joined the Navy. Best thing I ever did, float around, pulling into ports getting drunk and attempting to pick up chicks with varying degrees of success.

    Wish I did it earlier, the financial security is fucken awesome and I'll be in a comfortable position for another attempt in a creative field when I discharge in just over a year (joined for 6 years).

    My resolution for next year:

    1. Learn the way of bushido

    2. Obtain the number 2 headband.

    3. Kill number 1 samurai.

    4. With the godlike powers of the number 1 headband, make a rad, critically acclaimed level and obtain "featured artist" status on mapcore.

  • CS_Metroplex

    • m8nkey
    • December 12, 2007 at 9:58 PM

    I've made negligable progress on the map since the last screenshot. The telegraph poles are gone and I've added a bit more street level detail in that area, building entrances etc.

    I'm still strugling with the outdoor area though. I tried to introduce some brick buildings for some variety but they looked out of place. I'm happy with the concrete look but don't want it to get monotonous.

    As it's a business district I'd like to have some shopfronts but I'm lacking ideas and not sure how to implement them.

    Here's a shot of an attempt I had at making a shopping mall. At the moment I'm not going to use it but thought I'd see if you guys thought it was salvagable.

    First shot is what I originally invisaged. Second is blank for any suggestions.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip.jpg]

    http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/d3d0010021-1.jpg]

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