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  3. sarge mat

Posts by sarge mat

  • "Modern Warfare 3" ??

    • sarge mat
    • May 16, 2011 at 10:06 PM
    Quote from Serenius

    The abuse of the "Oscar Mike" phrase had me rollin' in MW2. It's like they found a new toy and had to show it off at every opportunity. Other than that, easily the best single player campaign I've ever seen (despite being woefully short).

    You Brits just like MW1 better because it's all about England cleaning up the mess the US makes.

  • Portfolio Question

    • sarge mat
    • May 16, 2011 at 7:17 PM

    I would say yet to SC2 as its quite a complex editor and you can do loads with it. Depends what kind of job you are going for I suppose. Don't know much of the bottom two, but I would say LittleBigPlanet only if you where looking to work for them.

  • "Modern Warfare 3" ??

    • sarge mat
    • May 16, 2011 at 7:13 PM
    Quote from Serenius

    Maybe, just maybe, Russia is the only publicly perceived country that has the technology, manpower, and military might to take on the US in direct conflict. Motivation from that whole trying to take over the world and convert it to Communism from 1945-1989. Maybe the evil stereotype stems from Stalin being the most brutal mass-murderer in recorded history. I dunno, all these things put together make Russia the most plausible enemy to attack the US in a video game story. It's certainly less far-fetched than North Korea invading the US on the believability front.

    For a game story or film for that matter I agree.

    MW2 just got a bit too "fuck yea" for me and if they could stop staying "Danger close" every 5 mins. There has not really been a bad one yet though, nothing close to COD4 mind.

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 16, 2011 at 7:00 PM

    Chells Legend ARG I say

  • WIP in WIP, post your level screenshots!

    • sarge mat
    • May 16, 2011 at 5:26 PM

    Done and it has helped those dark areas a lot. Gona get rid of the light on the ship it don't do much for it and looks stupid from some angles. Will also look at the one by the tractor and get a source that spreads out more rather than just up.

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 16, 2011 at 4:08 PM

    I think the folder deletes anything not in the map. So if you add a texture, model etc and its not in use in the actual map it will delete it. So if it crashed or you closed the editor before adding it in that's likely what happened.

    Don't think it will matter much to anyone if you have a package though tbh

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 16, 2011 at 3:37 PM

    Not sure I understand but importing it into that package it makes automatically with the same name as the map sounds like what you are after. Not actually done that in UDK so I assume that still works?

  • WIP in WIP, post your level screenshots!

    • sarge mat
    • May 16, 2011 at 1:28 PM

    Update on this. Played around with the colour correction settings and added a few lights. The house is also not as long now though its hard to see in those shots.

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_16_05%20%283%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_16_05%20%284%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_16_05%20%281%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_16_05%20%282%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_16_05%20%285%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_16_05%20%286%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_16_05%20%287%29.jpg]

  • Helder Pinto - Level / Environment Artist

    • sarge mat
    • May 16, 2011 at 1:10 AM

    Looks really nice, shows what you can do with out flash these days too.

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 13, 2011 at 10:48 PM
    Quote from Campaignjunkie

    You'll also want the func_door_rotating to start in the "closed" position. If you want to animate, say, a pipe cap model, then make the func_door_rotating invisible (texture it with NODRAW) and parent a prop_dynamic or prop_dynamic_override to it.

    Cheers. Just trying to find a nice prop that fits now

    Will post some stuff up tomorrow mine is more or less working just tweaking everything. Not happy with some timing yet.

  • Starhawk

    • sarge mat
    • May 13, 2011 at 2:56 PM

    Warhawk was one of the few great games early on for the PS3, so looking forward to this. I was kind of confused from game trailers though, is their a story mode?

  • Diablo 3

    • sarge mat
    • May 13, 2011 at 12:39 AM

    Some nice art in bits but far looks far too much like WoW more often than not.

  • MapCore Challenge Discussion

    • sarge mat
    • May 11, 2011 at 5:33 PM

    Yep sounds good!

  • WIP in WIP, post your level screenshots!

    • sarge mat
    • May 11, 2011 at 5:30 PM

    Cheers guys. I went in and made some selections with the colour correction so now the sky is much stronger along with blue colours. You also get kind of interesting results as you pass your flash light over surfaces. Gona keep working with it and will update soon

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 10, 2011 at 3:46 PM

    :embarrassed: never thought of that.

    Cheers.

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 10, 2011 at 3:24 PM

    Another question. Is there a simple way (well a way) with in source to animate a bit of BSP. In the screenshot below I want the cap to open and close, via some logic timers.

    Thanks

    [Blocked Image: http://img685.imageshack.us/img685/5530/unled1bqp.jpg]

  • WIP in WIP, post your level screenshots!

    • sarge mat
    • May 9, 2011 at 11:52 PM
    Quote from voyager

    sarge matWow, it looks beautiful! I really like the colors.

    Cheers

    Quote from Serenius

    Looking pretty good, Sarge! I like the way you organized the large and small clutter to help provide guidance on where to go (or at least that's how it looks from the screenshots). I would add in a few high contrast lights in appropriate areas to help guide the player more, as right now it's pretty samey and monochromatic. Where does the playable space end on this map? Are you using geometry or invisible walls to block players in?

    Quote from Buddy

    But theres no colors

    Gona look at what I can do with the moon in terms of light and a guide for the player, also thinking about more than one colour correction to break things up a bit. I am really going for the lack of colour thing but maybe can change it up a bit, though out the map. Might have gone too far towards grey.

    Needs more lights for sure, some areas I didn't show really are too dark and there is little contrast. I just want to be careful how I add light, don't really want to add bulbs etc.

    I will post up a top down view tomorrow, but the player is blocked in by geometry all the way round.

    Quote from seir

    I'm a big fan of desaturation but as Buddy said - whole scene is based on variations of classic grey color... Also I don't like that staight line of bushes/trees and house's proportions are a bit out of "classic" vision of the typical house (I mean, something in this house looks not usual).

    Yea I will take a look to see what I can do with the bushes, might be a bit over used in general.

    A bit too long maybe. Could make the main room a bit smaller so it does not look as stretched.

    Anyway thanks for all the comments guys, will spend time with the lights and colours tomorrow to see what interesting things I can get going on.

  • WIP in WIP, post your level screenshots!

    • sarge mat
    • May 9, 2011 at 3:29 PM

    Short project I am working on for L4D2 (survival map) so I can actually get something finished for that game for once. Really wanted to play with colour correction for this one and make it quite dark with little colour. You can prob still see the line between the skybox and the game world not quite finished with it yet.

    Now more lighting and maybe different colour correction in different areas to break it up a bit more I think!

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_09.05%20%20%281%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_09.05%20%20%282%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_09.05%20%20%283%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_09.05%20%20%285%29.jpg]

    [Blocked Image: http://dl.dropbox.com/u/1905266/L4D_TheEnd/L4D_TheEnd_09.05%20%20%286%29.jpg]

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 7, 2011 at 9:50 PM

    Yep that did the trick Thanks

  • THE DOOR CHALLENGE: Rules and Discussion

    • sarge mat
    • May 7, 2011 at 6:38 PM

    Question.

    (source Episode 2)

    I have three triggers I need that all need to be triggered before the door unlocks. Is there a way to have it check and wait to see how many are done and not move on until all three are. Simple enough I just can't work out the process for it in source.

    Thanks

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