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  3. m8nkey

Posts by m8nkey

  • CS_Metroplex

    • m8nkey
    • November 27, 2007 at 5:07 PM

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/d3d0010016.jpg]

    btw I'm still using Radiant

  • Doom3/Quake4

    • m8nkey
    • November 27, 2007 at 12:05 PM
    Quote from Belgarion

    Apparently there has been talk of moving though, so I'm interested in knowing what people have and what's installed

    Not to my knowledge, pretty sure the IC team are focusing on completing development for Doom3 before considering anything else.

    I bought Doom3 off steam primarily to checkout this mod. I don't know what the technical differences are in the tech4 engine between Quake4 and Doom3 but Doom3 seams to fit a descent mod nicely.

  • DM Krodan - WIP - UT3

    • m8nkey
    • November 27, 2007 at 9:42 AM
    Quote from Method

    Overall level is shaping up nicely. You really got the understanding for warm and cool colors to establish an atmosphere.

    -Method

    Agreed. This map has a completely different visual style to your GoW map.

  • Texture Lighting in Source

    • m8nkey
    • November 23, 2007 at 11:44 PM
    Quote from Defrag

    You can also use func_brushes to act as invisible texture lighting sources. The trepids did this to make vending machines illuminate their surroundings realistically.

    Sounds interesting Defrag. Any chance you could elaborate on how it's done?

  • Texture Lighting in Source

    • m8nkey
    • November 23, 2007 at 3:47 AM

    Just started playing around with texture lighting in some custom textures (I'm attempting to make an illuminated sign). According to the Valve Developer Community .rad lighting is "An old method, supported mostly for legacy purposes."

    Seems like $selfillum allows for a degree of flexability but doesn't actually emit light. Should I be using this combined with entity based lighting?

    Haven't found much info on the matter.

  • Best less known games for lanparty...

    • m8nkey
    • November 22, 2007 at 1:08 AM

    Rune:HOV (no modern day equivalent that I know of)

    Forsaken (Doom3 MOD Into Cerberon has 6DOF but still missing important features)

    Quake 3 Padman Total Conversion http://%7boption%7d

    HL2 Co-op Mod http://%7boption%7d

    Doom3 Co-op http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • November 22, 2007 at 12:56 AM

    PogoP: I'm liking your TF2 WIP, it shows a nice attention to detail but doesn't look too busy.

    [AoS] Albatros: Looks great, I never got into DOD:S or it's predecessor. Decided to re-install it after looking at your pics though.

  • HL2 Displacement Mapping

    • m8nkey
    • November 21, 2007 at 2:05 AM

    I just had a play with Smoothing Groups, applying them to both displacements and brushes, and they didn't have any effect whatsoever.

    According to the wiki "The lightmap scale must be small enough that at least one lightmap luxel is small enough to fit on each face."

    I found this statement a bit ambiguous. Does this mean the lightmap scale must be 1:???:

    I played around with lightmap scale, even trying a scale of 1 and still no effect (even though this wouldn't be feasible anyway)

  • HL2 Displacement Mapping

    • m8nkey
    • November 20, 2007 at 1:26 AM

    I didn't even know about smoothing groups until now, sounds very useful.

    http://%7boption%7d

    btw, love your displacement modelling in fof_tramonto_lite R_Yell.

    'll have a play with a few techniques when I have some spare time and I'll post the results.

  • Interplay reopens inhouse development!

    • m8nkey
    • November 20, 2007 at 1:14 AM

    Hopefully they resume production of Descent 4. Only a week ago I was feeling nostalgic and found this total conversion for Doom 3. Still in beta but looks promising.

    http://%7boption%7d

  • HL2 Displacement Mapping

    • m8nkey
    • November 17, 2007 at 11:42 PM

    Thanks for the suggestions

    Algor: I use fixed values for vertex movement and only move them on one axis at a time.

    Killertomato: Ah, somehow missed the sew tool, reckon I need to have a play with that. I don't need to delete faces, was just going to make several displacements for each element and sew them together.

    Erratic: I'm just trying to experiment and mix up the architecture in my current project. Using brushes for curves looks damn ugly. The map comprises of a small street area comprising of two accessable streets. Due to the small size I think I can afford some extra modelled detailing, relying less so on textures.

    I'm also considering creating a prop for the curves if the displacements don't work out.

    Here's a WIP of what I'm trying to achieve. Textures are placeholders.

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

  • HL2 Displacement Mapping

    • m8nkey
    • November 17, 2007 at 9:19 PM

    I've just started playing around with displacements and I've run into some difficulty "capping" the sides of displacements.

    I tried to model a displacement road running up a slope. The road had extruded gutters and a foot path which were also displacements. I tried to creat more displacements to fill in the side of the gutter but couldn't get them to match up between the road and the gutter.

    Another application I'd like to achieve is a round building with windows cut out.

    If my discriptions make no sense I can provide some pics

    All the tutorials for displacement modelling I've found on the net have been terrain specific. Can anyone point me in the right direction?

  • totally random texture thread

    • m8nkey
    • November 14, 2007 at 3:38 AM

    That looks awesome Clayman. Any chance of an overview of techniques used, or better yet, a tutorial?

  • CS_Metroplex

    • m8nkey
    • November 13, 2007 at 12:54 AM

    Maps coming along nicely. I've been learning Max and making textures over the last few weeks though I still need a heap more custom content for what I'm trying to achieve.

    I have a week off work coming up so hoping to make plenty of textures and knock over the outdoor area which I'm concentrating on at the moment.

    Here's a screenshot that contains some of the textures I've been working on. Still very early days so be gentle :wink:

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/d3d0010009.jpg]

  • John Mischief

    • m8nkey
    • November 12, 2007 at 6:12 AM

    Here's a portrait I drew of a character from Clive Barker's Arabat. His name's John Mischief, he has 7 brothers growing out of antlers on his head. It was originally a pencil drawing I traced in flash.

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

  • ol_undersiege

    • m8nkey
    • November 12, 2007 at 6:06 AM

    Damn that looks nice (As do all your OL maps), I have no visual criticisms. Looking forward to the release of OL.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • November 5, 2007 at 5:03 AM

    Nice start. A petrol station could be a good premise for a hostage map.

  • "The Zoo" ( Decadence) (Updated 1st nov)

    • m8nkey
    • November 5, 2007 at 4:57 AM

    This is looking great. The strong concept behind your mod is reflected in these screens. Love the concept images on your site too, more concept art!!!

    I've noticed some people have commented in the lack of consistancy in your overall concept, "Various attempts to grow food have lead to poisonous chemicals flowing through bodies of water, and plants growing in ways never thought to be possible."

    Purhaps you could change the premise so the experiments resulted in a specific species of mutant, glowing plant. If you explain that not all vegetation was effected then there's no holes in your story.

  • Three maps.

    • m8nkey
    • November 5, 2007 at 4:44 AM

    3 maps in 3 weeks, well done. They all have very distinct and unique looks too. I like the fact you gave yourself technical goals within each of them too.

  • The random model thread!

    • m8nkey
    • October 29, 2007 at 6:59 AM

    Checkout the plastics section at http://%7boption%7d

    could even manipulate a scratched metal texture or something to add scratches to your base texture.

    I checked out that design when I was looking for reference pics. Decided on a more intricate design as the model will be in a fairly low detail, enclosed room so think I can afford the extra polys.

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