sensee
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Everything posted by sensee
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what about the plants in office? the leaves dont break, but the pot does. these are just 2 different gibs. The plant gib and the broken pot gibs. nothing special.
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what a stupid thread I like it
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yes but the devs should invent some new "cool situations" remember the first few videos of HL2? there were some pretty cool ways to get rid of enemies, but almost non of them made it into the final game.
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yea we need crates! and enemies which always stand next to exploding barrels! actually I think that it should be possible to create maps without crates for cover. look at max payne, it has very nice designed maps but very few crates. ok, you don't need much cover in max payne because you're always flying through the air and stuff...
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very good use of the hl2 textures and stuff. but I'm still waiting for some fancy custom textures and models maps. even the new de_port looks like city17. can't stand c17 anymore. but your map is nice indeed!
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no it's the other way round you can't make models in source that have individual breakable parts. either the whole model is breakable or it's not. the end part is quite impressive but source could do that as well.
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if the killzone stuff is CG: "Pixar recruit those guys!" if the killzone stuff is actual gameplay: "Screw you Valve, Epic and id!" just kiddin', but damn... it's soooooo amazing!
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The guy is a bit harsh but he's right! It's kinda naive if you think that Epic is a nice, friendly company who only wants the best for devs and gamers. If I were an independent developer (like the metronome team) I would be really pissed because Epic is stealing them the opportunity to create a high quality game for few money. I rather play a cool innovative game like metronome than a simple-stupid-FPS like unreal with a whole shitload of shaders and stuff. FU Epic, thats all...
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It's not monopoly but it's a step in this direction. There is very few high-end engine competition indeed: Doom3 has no future because it's too limited in style, Source is a granny, Gamebryo is too weak, Cryengine is getting old, X-ray is too unknown at the moment, same for F.E.A.R. For me Reality was the only real opponent to UE3. Let's face it, Epic bought Reality to get rid of competition. ...and of course Tim Johnson is happy about the deal, because now there is a ferrari in his garage or something like this :roll:
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I don't know exactly how much this is gonna affect to the metronome guys but now they lost the support for the engine and they are probably not happy about it. In my opinion competition is the most important thing for the market and what Epic makes is monopolizing. UE3 is a hell of an engine, but I'm affraid that in 1-2 years every second game is gonna look somehow like Unreal 3 just because it's using UE3. I mean let's take a look at SWAT4. It's using a totaly diffrent style than Unreal, but you still see its roots, for example the crappy lighting.
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This is not awesome, this is fucked That's the same thing microsoft used to do. "Hey there's competition, let's buy and kill it because we are a big fucking rich company"... Being forced to buy the Unreal3 engine could be a death sentence to smaller developers like the Metronome team. Now I kinda think that Epic actually sucks...
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I want to point out, that creating real world stuff isn't just copying the real world. If you create a building for example, you have to take care about the right proportions (a door can't be 3m high), you MUST use photorealstic textures and you have to design a believable architecture because if the player in a "real world" game is walking through a weird and unrealistic looking building, he will notice it, but if he's walking through a weird building in a sci-fi / fantasy game, he will take it as a part of the fictional world. What I wanted to say is that for a bad mapper it's much easier to make sci-fi stuff look good than realistic stuff. But on the the other hand, a well designed sci-fi game needs just as much talent as a well designed realistic world. So FrieChamp you're right :wink: (blah forgive for my bad english )
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yea it's probably a matter of taste :wink: I don't like these futuristic overused-displacementmapping landscapes with all these abstract looks-like-they-used-maya objects and stuff. Maybe unreal 3 is gonna be a bit diffrent but it surely remains "unreal". I agree that these city17 stuff is definitly getting boring, but when HL2 came out it looked pretty cool. I think, according to my experience, that modeling/mapping/texturing "real world" stuff is indeed harder than sci-fi stuff.
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Let us face it, source engine has been already outdated when HL2 came out. yea, it has some cool shaders (best water effect in a game so far) and the artists have done a very good job as well. But if Valve really intends to use source for HL3 (they said so), I would say good night... UE3 is gonna rock, but I'm not sure if Unreal 3 will do so, because Epic has some great coder but almost very few good artists. (they should recruit more mapcoreans )
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I think Remedy has some of the most talented designers of the whole industry. Very impressive
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I love it! I kinda already got sick of all these city17 textures and stuff, but I never gonna get tired of good ol' black mesa
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reminds me of "insomnia" does anybody know that movie?
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Did you use photos or actual persons as reference? Btw, your work is impressive. Are you an art student or something like this?
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the path in the qc is "xxx/model/custom/test" that's where i put the texture into. the texture works fine, I can select it in Hammer if I want to. maybe I made a mistake when I added the material in max. I dunno...
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damn it, i just spent 3 hours tryin to import a simple box into HL2 at the end a black-pink-box without phys collision model came out... I'm kinda frustrated right now... Does anybody knows a GOOD tutorial how to bring the goddamn max models into Source? ATM it seems to be such a pain in the ass, that I wonder how did Valve ever manged to release HL2 with such a workflow...
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cool graphics for a Gameboy DS! the animations are very smooth and I like the physics of that jumping rope. ah... yeah, about the game idea... kinda weird, but hey it's from japan... ...I just wonder if you can beat the shit out of these dogs by moving the pen very fast. anyone remembers black & white :wink:
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there's no need for insulting buddy... all I wanted to say is, if sony brings out such a crap, not many people are gonna buy it... that's why I came up with the mini disc thing - nobody buys it anymore because sony didn't realize that this "our-very-special-standard" thing doesn't work.
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yes but you can make seperate faces for the writing, the windows area, and so on. so you could use the plane as a big acutal plane model in map without looking to blurry but if it's just for practice, it's okay. good work btw!
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I mean, who gives a f***? Sony is still believing that Mini Disc is the future of portable music... :roll:
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i would rather not use a UV map for the whole airplane. either you need a huge texture or the plane is gonna look quite blurry. So the best way IMHO is using one mid res texture for the writing, the windows, the doors and stuff and using another low res texture for the rest of the plane.
