Schmung
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Everything posted by Schmung
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Yeah, old folk like us who only started while they were in Uni are plain outta luck. How much experience are you guys looking for? The term intern is somewhat wooly and non-specific as is entry level.
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College?! Been there, done that. Computer Science alike degree, been looking for work as some form of Techie, only really got into 3D stuff in my alst 2 years so I've not really had the time to get that good, what with everything else I've been doing.
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They might welll re-appear in the 'deleted scenes' type expansion that the rumour mill has been muttering about of late.
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Yeah, tell me about it, computers just don't give the warmth and affection you get from a human_relationship and the sex is shitty as well. Oh, I kill myself sometimes, I really do. Is HL2DM not a different codebase and thus missing lots of the stuff in singleplayer? Turn developer on and see whats being spammed to the console.
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Replace that with 'If I didn't live several thousand miles away and had bothered to get good at one single thing instead of dabbling with everything'.
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Steam Silver. Mr Visa hadn't been out of the wallet in far too long.
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Finding a mod team worth your while 101
Schmung replied to marque_pierre's topic in Non-Professional Recruitment
I'll chuck in my opinion here, for what it's worth. Far too many people start a mod without any idea of how much work is involved. Even if you do mange to merge a great concept with a dedicated, talented and well lead team you're a fair way from success. You've got to generate interest and deal with inevitable loss of staff and resources along the way. More importanly you've got to know when to relase and when to hold back and polish. Too many mods die because people feel like they always want to add more and end up stalling and going kaput. Then there's the opposite problem, releasing some cruddy ass bug-ridden, one map, two weapon alpha that makes your name shit in the community. Even with focused and mature leadership things can get to the point where you're too close to hte project and it makes it hard to judge when the sweet spot is for release. Another problem is that of far too many talented people being tied up in dead end mods that their mates are running and then whatever resources they have go to waste. As for choosing a mod team, well thats tricky and depends on what you're doing and how much you want to be involved. Some of time, freelancing is the option, contribute your stuff to an existing mod and get your name in the credits without any of the internal strife. Getting in at the ground floor as it were can be excellent, your opinion will probably count for more and you get to see the mod develop and (hopefully) flourish. It does however commit you to rather more than churning out content because there will be inevitable debates about features and suchlike, even if you've got a concrete design document. bleh, too tired to write more. -
Yargh, agreed with t'others, that reddish hue that looks overlayed on the green wall stands out way too much, a slightly more faded browner one would probably look better IMO>
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Yes! More neon! And rain! er, when 2.2 comes out of course and you can make rain the easy way instead of dicking around with beams or whatever.
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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS
Schmung replied to zaphod's topic in Engine Discussion
RLE = Run Length Encoding, 'tis form of compression. Painting the alpha data doesn't seem to work for me, I'm using a texture with blend in the name and flipping the alphas has an effect, but whatever values I use I can't blend properly. I've seen screenies and there are actual brushes available in the brushes dropdown, I've got noithng in there. Is that my problem? -
IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS
Schmung replied to zaphod's topic in Engine Discussion
eh... I'm sure it said somewhere that you could. Fuck. That stuffs me over slightly. :x -
IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS
Schmung replied to zaphod's topic in Engine Discussion
My terrain seems to be working reasonably well, stiched some together earlier and that worked ok, but what does the smoothing group stuff do? Doesn't seem to have much of an effect that I've noticed.. Edit : On and this is a supremely stupid question which I will probably work out the asnwer too once I've psoted this, but how do I scale models? -
IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS
Schmung replied to zaphod's topic in Engine Discussion
Imported an oldish, fairly simple rmf into the new hammer without too much difficulty. Damm thing runs like a crippled sloth on my system. -
Main problems I spotted were a bit too much specularity in some places and perhaps some exagerration of the bump maps.
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CS was wank, CS:S is marginally more tolerable because of the nifty engine, it's still the same fundamnetally flawed game that has shitty gun behaviour though.
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I just hope theres jobs like this going when I get to the point where I feel I'm sutiably competent, sounds like a pretty decent place to work and from what I hear about it, Denmarks pretty cool as well.
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That would be it, yes.
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No, but it's a pretty lengthy post, not like you have to register or anything, just makes it easier to ignore it if you so desire. If you really want then I'll dump it all in here.
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Looks stunning, though perhaps a bit cramped in places.
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I know I'll be crying myself to sleep tonight.
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My thoughts here : http://nashcorp.nupo.org/viewtopic.php?p=13762#13762
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They are Wasn't sure how musuclar to make him, Bruce isn't actually that beefy a guy, so giving him huge over defined muscles seemed a bit wrong really, plus I was trying to keep the polycount around about 1800. The pose isn't helping matters I admit, modelled it to fit over the HL skeleton in the idle pose, but I've since discovered thats the wrong thing to do. I thing I'll plug on and finish this and use the mistakes I've made to try and make the next one better. I don't particularly want to go back and fix the modelling/unwrapping errors I've made because it would mean starting again on the skin, which is the hardest bit for me.
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Made a start on the dirt and stuff. I'm gonna adjust that vest colour a bit as well. I'm feeling thats it's getting there now, it's mostly about tweaking things now. I think I'll rig the bastard tomorrow and then once thats done continue with adding dirt and whatnot.
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Texturing the models I made: Needs more ccolour in the arms. More happy with trousers now. Need to do the belt, more tidying and add colour to the vest and trousers.
