Ditch XSI. The workflow from XSI is so broken and unsupported it's just... argh.
Honestly, try exporting to Blender and then from Blender to SMD. All of the community plugins > The ones with XSI.
Ditch XSI. The workflow from XSI is so broken and unsupported it's just... argh.
Honestly, try exporting to Blender and then from Blender to SMD. All of the community plugins > The ones with XSI.
Tri-gram screwdriver. ![]()
This thread is now about Deadspace.
I just started my second playthrough and it's... frustrating. What used to facinate me (Chopping the limbs off) now seems tiresome and cumbersome. Nothing startles me anymore.
What's happened?
Quote from 2d-chrisDefo an A for effort
Desired position sounds a bit odd ... I'd remove that. Environmental sounds odd too, just say Environment Artist :]
Consider it done.
Quote from CorwinI like it. You have to bear in mind though that dark portfolios are usually that way because screenshots are pleasant to look at when the background is dark and uniform, so I suggest you insert some screens in these squares and see how it looks with completely different color themes and shapes in the shots before you flesh your concept further.
Will give it a go and post the image back in a while along with consolidating other things.
QuoteAbout your domain name, I think the simpler the better, but there's no real need to find something extraordinarily memorable. People trying to remember your portfolio's address will be few anyway. Even with a standard name, a search like "surname lastname portfolio" should still put you on the first page of google. You'll have to mention your name in text a few times for google to take it into account though since it doesn't read images, like in the page title (what's displayed at the top-left of the browser), or as titles/alt for images.
Google it. "Matt Hoffman". I wouldn't show up until like 20-30 pages in. I unfortunately share the same name as a fairly famous (at least in the US) BMX biker -- All Google would do is point to him. ![]()
QuoteThe issue about design decisions and all that has been raised in the "How to break into the industry thread" I think (or maybe the other one I made about my egotistical self), and the advices given were that the best way to show your reasoning is to write post-mortems afterwards, in which you explain away every important decision you made, show the progress the level went through etc.
Will read them.
QuoteFinally, about the 2 styles you mention, I'd prefer the second one (peris), :words: ...seconds so either make sure the big shots are really indoubtebly awesome or give equal sizes to all of them.
Fair enough
QuotePS: if you need help with coding the website I wouldn't mind giving you a hand
Wonderful. When I fall flat on my face I'll send a PM your way. ![]()
Quote from SkjalgWhy did you insert the mario pipes. did you work on mario?
>.> I'll change 'em.
Currently looking for feedback on planned layout/portfolio design. No content (worth showing) yet. ![]()
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Please excuse me until I can learn some HTML and get it into website form.
One of the things that I've noticed about a lot of level designer/environment artists is their portfolios are very dark... Dark backgrounds, darker text, etc. That was my initial thought for a portfolio too until I realized that was just that -- It wouldn't stand out. So I went completely the opposite way and tried to make a "Happy" portfolio, instead of a "Moody" one. I hope this worked.
I'm torn between two portfolio styles:
This, where the biggest/best work is shown on the top, and then smaller thumbs of different projects. Clicking each thumb then leads you to more images and a description about the project. Additional information (job experience, etc) is listed on the front page underneath the artwork, shoving the artwork into the users face.
Or:
This, where you have all the work represented in equal sized bars, with a few words about each project that goes with the project. I kinda like this design more but it doesn't seem to leave room for a lot of words.
In addition: Should I put any sort of design-process for projects in the portfolio? Explaining why I did X decision or chose Y color scheme -- Or is that something that you should be telling to the viewer through the images?
Another thing. Finding a place to park myself. I've had incredible trouble finding a url that's: Easy to remember, easy to type and stands out. I'd do my name like everyone else but if you do a simple google it's very taken... along with all of the variants. The other names I go by in life "Lord Ned" and "LordMattHoffman" but I wouldn't really want something like lordned.net because no one would remember it.
Thanks!
Some of the striped ones and the blast doors remind me of Half Life. ![]()
They look pretty good, thanks for sharing!
Quote from Bic-B@ll:comeback:edit: oh, and i bought worms for the iphone
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i cant help myself
YESSSSSS
Too bad I don't have an IPhone. ![]()
I just bought myself an Acekard and a 4gb MicroSD card.
Your apparently not the only one with issues especially in dead space. Googling "Changing Dead Space FOV" brings up a bunch of similar topics. That and Mapcore is the fifth link.
Do a little googling, see if you can find a way to adjust the FOV in the Godfather 2 engine. That's the one Dead Space is running on so it may apply. Otherwise try sitting further back from your monitor (or closer?) and lowering mouse sensitivity so you spin slower. I haven't had issues in any games before, but I found myself (With Dead Space) turning slower and not making such rapid flicks like I do in other games.
With the Pachinko gamemode, players positions should probably be scrambled after each go at it.
QuoteFixed issue where players could be stuck if caught in charger pound
Sucks it won't go out on the XBox for a while.
I watched it. I found the CGI to be unfavorable, it to be less about the gamer, a bad representation of gamers, etc. I also noticed a large amount of breasts. I'm sure that's the way the world would turn if the controller/controlled thing happened but it seemed more like they were trying to entice people to stay with 'em.
Quote from zaphodWe will support custom game modes and with it probably custom items. It is not super straight forward though, there is a lot of things in lots of different lua files to touch. Hopefully we can simplify it some.You can sometimes color text in the game by adding hex #00ff00 color codes in front of things.
Something you might want to look at is Garrysmod's implimentation of Lua/Gamemodes. To my understanding it provides a lot of functions hooks in Lua for the gamemode maker to different things with. Then custom gamemodes are as simple as a folder + an info.txt file that gives some information about it, and then the game lets you load it.
As for the color thing: Same issue in TF2, people can use the "XX Has found " colors .
Quote from SkjalgAnyways, don't be harsh, and perhaps come with constructive criticism if you got any. He might not have the same goals with this map that you'd have if you built one, but that doesn't make his map any less of a personal achievement.
You don't know how bad he is on other forums. Every time people try to give him criticism he rejects it etc.
QuoteI know what RC means, there is nothing else to add to the map so thats why I released it as RC.
Let me direct you to this list of visual bugs that someone posted on another forum.
http://img22.imageshack.us/g/cpreelfootrc0000.jpg/ See image comments for what's wrong. This clearly does not have the thought and time put into it as other maps, or even as much as Outback.
Quote from S.W.A.T.Ylol i was thinking the same thing ;D
But then again, maybe this was closed beta before?
Map has been tested from _test1 to _test8 for the past 3 weeks and I know that there could be some clipping problems here and there or other small things but there is nothing big to add to the map. I could easily fix all the clipping or ugly shadows on the walls in rc2.
How about you make the map not look like shit first?
I preferred his other show Civil Protection better. Then again, I know how much immense work it takes just for the simple headbobbing it had. (I headbobbed for an episode that never saw the light of day
)
You have no clue what RC means do you
I think I missed something here.
Well it's better. Gamepad support is almost useless without being able to change the sensitivity or dead zones. The space-level with holes in the ground, the holes are more irritating than useful.
Edit:
TAG IS FUN WHEN CARTS GO 4X SPEED.
I've figured out how to change the cart speed and weapons. I've also figured out how to change what spawns on the cubes. However when I try to make my own weapon by copying the SyncedSpring and renameing it + all the instances of SyncedSpring to SyncedSuperSpring. When I add it to the weapon-spawner it works fine until someone tries to use the weapon. Then it crashes the server with an "Unable to register" error. Will custom weapons not be supported? What about custom gamemodes?
Unrelated: We had a guy in here with a blue name and black text. What's up with that?
Quote from sarge matJoystiq just talk a lot of shit to be honest. Its sad that such an unprofessional lot get to run a site that gets so many hits.
This.
Quote from JetsetlemmingWere you playing on PC, Lord Ned? Cause the gamers with jobs cast also said they had no problems, and the reviewer said he played the PC version (in bootcamp on his mac of course
) and had a much easier time, even though he wasn't used to mouse control.
Yeah. However L4D is more designed to be a console game so I don't see why Valve would have made it super hard.