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  3. m8nkey

Posts by m8nkey

  • Alec Moody- Environment Artist

    • m8nkey
    • December 6, 2009 at 10:23 PM

    Nice content Alec.

    I think the UI could do with some refinement. Here's an example of a horizontal layout done right:

    http://aspacecodyssey.com/#home

    Things done right:

    The user can use the mousewheel to scroll the page, as they would a vertical layout.

    All the content is on a single page meaning that after initial loading, there's no waiting for shit to download.

    The header navigation automatically scrolls to the relevant content so the user doesn't have to manually scroll.

    The varying types of arrows utilised in the background compliment the layout and look rad while auto scrolling.

    *edit

    The general rule I follow for vertical layouts is to work within 960 pixels wide. You'll find most sites do this because everything fits within a browser at 1024 res and the width replicates what people are accustomed to looking at on paper. Wide or re-scalable (liquid) layouts generally look like shit (though there's always exceptions).

    If you revise your current horizontal layout ensure each horizontal region fits within 960 pixels and most people won't need to scroll to see it.

    I viewed your site on a system at 1900x1080. I still had to manually scroll to see all the content. It feels like a lot of effort compared to using the mouse wheel.

  • ins_karbala_b4

    • m8nkey
    • December 2, 2009 at 11:40 PM

    Looks pretty solid for a beta. You have some good looking architecture in areas and I like the outdoor staircase linking the wide outdoor areas of varying height.

    Other than what's been covered, there's a bit of inconsistency in building detail, particularly evident in this shot where everything is looking very geometric (possibly because it's just a beta):

    http://uppix.net/1/c/4/47fcda2567dcdf84 ... 81605.html

    Follow Rick_D's advice and it'll be a respectable release.

    I don't have insurgency installed so I'm judging purely on aesthetics.

  • Michael Smart - Student

    • m8nkey
    • December 2, 2009 at 10:55 AM

    I discharged from the Navy this year after 6 years service. I'm currently working as a front-end web developer and I'm about to start a full-time, 2 year diploma in game development with an art major.

    I built this site while I was considering courses to apply for.


    http://www.binaryspace.info/

  • CS_Metroplex

    • m8nkey
    • November 8, 2009 at 1:29 PM

    Thanks for the feedback guys. They're supposed to be pool tables, not snooker so I'll reduce the size.

    The pool tables in pubs round my parts have thick wooden frames but now I realise they aren't quite that big.

  • CS_Metroplex

    • m8nkey
    • October 27, 2009 at 6:46 AM

    Thanks Pampers, I'll consider adding trims.

    Quote from JeanPaul

    Those are like 25 foot pool tables

    I think the pooltable dimensions look reasonable when compared to hostages.

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

  • CS_Metroplex

    • m8nkey
    • October 26, 2009 at 12:19 PM

    First post updated. Thanks to Em' for his ongoing model contributions.

  • Photoshop CS4's 3d tools

    • m8nkey
    • October 4, 2009 at 12:11 PM

    Here's a tutorial on using the new PS:CS4 3d tools for texturing that I found useful:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • [CS:S]de_bahrain (Beta)

    • m8nkey
    • September 23, 2009 at 8:57 AM

    nice work. I know I played the original but I can't recall it.

    checked out the source version and you've done a nice job. performance and visuals are excellent. nice use of vertical space in a few areas too.

  • WIP in WIP, post your level screenshots!

    • m8nkey
    • September 22, 2009 at 12:51 AM

    looks promising Corwin

  • Quake Live Beta

    • m8nkey
    • August 21, 2009 at 12:05 AM

    Now supports MacOs and Linux. Finally I have a game to play with my elitist friends who refuse to touch anything microsoft.

    Until yesterday I don't think I'd even played it this year. The general experience seems more polished now. Previously I'd experienced a few problems updating the client, connecting and logging in.

  • dm_grale (updated on 15-08-09)

    • m8nkey
    • August 11, 2009 at 11:17 PM
    Quote from dux

    Cool stuff but it really contrasts to your bricks. They look as if they belong in an Egyptian temple now when compared to your rocks which look wet and grassy, it looks like a combination of 2 different texture sets designed for different environments to me.

    I don't think the contrast is a bad thing. The bricks and architecture look more Romanesque than Egyptian to me, in which case the grass is appropriate.

    The rock formations are looking great.

  • Alien Raiders

    • m8nkey
    • May 11, 2009 at 12:33 AM

    Despite the terrible name, I watched Alien Raiders a few days ago and was surprised how much I enjoyed it. It's a low budget film that featured at 2008’s H.P. Lovecraft film festival. It borrows ideas from several good survival horror movies but does so in good taste.

    http://%7boption%7d

  • Source - Static prop with multiple sequences

    • m8nkey
    • May 7, 2009 at 3:42 AM

    To date all I've made is static props with a single sequence.

    I have some vehicle models I'd like to make 3 sequences for:

    wheels straight

    wheels turned left

    wheels turned right

    I tried just turning the wheels accordingly in Max and exporting 3 different sequences (using Jed's export tool). I've already checked out the wiki and example QC's in the modelsrc directory.

    Here's the QC:

    Code
    $modelname "metroplex\camaro.mdl"
    
    
    $cdmaterials "models\metroplex"
    
    
    $staticprop
    
    
    $body "body" "camaro_ref.smd"
    
    
    $sequence idle "camaro_ref.smd"
    
    
    $sequence left "camaro_left.smd"
    
    
    $sequence right "camaro_right.smd"
    
    
    $collisionmodel "camaro_phy.smd"
    
    
    $surfaceprop "metal"
    
    
    {
    
    
    $concave
    
    
    $mass 1000
    
    
    }
    Display More
  • dm_grale (updated on 15-08-09)

    • m8nkey
    • May 2, 2009 at 3:05 AM

    Great looking stuff. I'm glad you've stuck to it all this time.

  • [WiP] de_boston CS:S

    • m8nkey
    • April 27, 2009 at 3:29 AM

    Took it for a spin yesterday. So far I'd say it's shaping up to be your best work. There's some really authentic looking architecture with a nice level of detail. I know you place gameplay over visuals/realism and I'm sure this one will be popular.

  • OB SDK models emitting light

    • m8nkey
    • April 24, 2009 at 7:26 AM
    Quote from JeanPaul

    Why would you want to? All it would do is limit your control over lighting situations.....

    To reduce entity count and standardise lighting in this particular situation. The interior environments in Enterprise:TCW are very heavily reliant on models. It's an environment that just doesn't conform to how I'd normally do things. As the lighting is currently implemented it's not possible for every single light to have a corresponding env_light and env_glow entity due to the sheer number of small spotlights everywhere (this is based off reference material. reducing the amount of lights isn't an option). Due to the confined space within the corridors and close proximity of the spotlights, every light doesn't need a light entity anyway.

    We're combining models into larger, pre-fabricated sections to reduce entity count but I'm just trying to think of other ways to reduce and optimise.

    Quote from dissonance

    It might be useful if he's making a neon sign.

    A VMT with the following attributes can be used to create an effective neon effect. The alpha channel of the VTF is used for light falloff.

    "unlitgeneric"

    "$additive" 1

    "$translucent" 1

  • OB SDK models emitting light

    • m8nkey
    • April 24, 2009 at 2:43 AM

    I'm sure I read quite some time ago that in OB it's possible for models to be light-emitting, removing the need for entity lights for prop light models. I've done a quick google search and checked the Valve Wiki but can't seem to find anything on it. Can anyone confirm or deny this or point me in the right direction?

  • Zenoclash

    • m8nkey
    • April 23, 2009 at 1:08 AM

    I played it for a few hours yesterday and I think it's a respectable release.

    I'm enjoying the story, so-far the levels feel very linear with the focus being the combat. The melee combat system is original and offers a solid amount of moves. I also like the vegetation models, they're very shapely and surreal. Overall I really like the artistic style though some assets and levels don't look as polished as they could.

    It uses a VS sequence (like a 2d fighter) before every major fight. I think this is a nice touch but should have been reserved for boss fights instead of all the time.

    I think Zeno Clash is a fine testament to small teams and online distribution.

  • CS_Metroplex

    • m8nkey
    • April 16, 2009 at 1:28 AM
    Quote from zaphod

    no, no, no. Zaphod = God

    I'd be happy to add some Zero Gear billboards or cardboard cutouts for the cinema. If you could provide me with some that would be even better.

    I'd really appreciate some assistance from experienced prop modelers or texture artists if anyone wants to contribute to Metroplex. Send me an email or PM with examples of your work if you're interested. Here's a list of what I'm working on and all the assets I still require:

    Outside

    16 x vehicle model textures

    Posters and graffiti

    3d sign - LanmaniaX

    3d sign – Hotel

    3d sign – Cinema

    Bus model

    Trees and vegetation

    Soundscape

    Inside

    Brass bins

    Building signage (Exit etc)

    Door models

    Cinema Foyer

    3d cardboard movie cutouts

    Candyboxes

    Cash register

    Soda machine

    Soundscape

    Cinema

    Cinema seats

    Curtains

    Screen animation

    Speakers

    Projector Room

    Animated, destructable reel2reel projector

    Movie reels

    Arcade

    Arcade machine models

    Arcade machine skins and screen animations

    Hanging billiard light

    Jukebox (duke3dbox)

    Pool table model

    Male Toilet

    Cubicals

    Sink and foggy mirror

    Toilet model

  • Zenoclash

    • m8nkey
    • April 15, 2009 at 8:39 AM

    Available April 21st on Steam. I've been looking forward to this since I initially heard of it a couple of years ago. Their recent media looks promising:

    http://%7boption%7d

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