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Everything posted by m8nkey
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here's something i started playing around with in my spare time today. plan is to texture, rig and animate him. [attachment=0]theKing.jpg[/attachment]
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nice one ultradr3mer. out of curiosity what's the polycount for the lowpoly? Here's my final submission for a low poly character design/modeling/texturing assignment. This is my first attempt at character modeling. [attachment=0]theSatyr.jpg[/attachment]
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front head reference for a character modeling and rigging assignment. drawn in photoshop with a wacom. the character will be a satyr. [attachment=0]front.jpg[/attachment]
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looking great Pomperi. beautiful textures as i've come to expect from you anyway. i like the splash of red the mushrooms add to the scene too.
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looking good schoft. nice, consistent level of detail. even the ceiling! Steppenwolf: hard to tell from a single screen but looks significantly different to sa74n's version. new layout with the new brushwork? i look forward to seeing more.
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This year I started a two year diploma in game development with an Art Major in Australia. To my understanding the industry is small here. I'm currently living in Sydney. I don't think there are many opportunities here at the moment. The dubious Team Bondi are situated opposite where I'm studying but other than them, there aren't many studios in Sydney that I know of. I've heard majority of studios are in Melbourne. Canberra and Brisbane also have a few studios. As far as lifestyle and culture go, Sydney and Melbourne are my two favorite cities. Perth is nice but isolated from the rest of the country. I've spent time in every major Australian city during my service in the Navy. A mate of mine returned to Australia only last month after working for a studio in Sweden for several years as a level designer. He had no problem finding work due to his experience. I like it here, I'm very family and friend oriented so ideally I'll work here but I'm prepared to go abroad to get a foot in the door once I've finished my studies. If any Mapcorians are ever over here, don't hesitate to get in touch. Especially if you're in Sydney.
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does the refract shader work on models? i think that might be your problem. i'd suggest using "VertexlitGeneric" with "$translucent" "1" for the glass. not as fancy though
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Hi Em, I'm not sure how to create an animated door. Personally I don't like them in multiplayer maps and choose to avoid them, opting for static open doors. Here's an example of a single model with multiple material properties (a billiard light). Within max the model is broken down into 3 meshes, one for each material property. Assign unique materials to the different meshes in max and when it's compiled ensure you have VMTs by the same name. You can refer to the same VTF and simply change the properties in the VMT (so you're only using one VTF). Not sure if this is best practice but it's how I do it. In this example texture 1 uses "nocull" to create tassles and chains. Texture 2 uses "selfillum" for the fluorescent lights and Texture 3 uses "transluscent" to create transparent glass. billiard_light01.vmt "VertexlitGeneric" { "$basetexture" "models/metroplex/billiard_light" "$nocull" "1" "$alphatest" 1 "$surfaceprop" "glass" "$envmap" "env_cubemap" "$envmaptint" "[ .2 .2 .2 ]" } billiard_light02.vmt "VertexlitGeneric" { "$basetexture" "models/metroplex/billiard_light" "$model" "1" "$surfaceprop" "metal" "$envmap" "env_cubemap" "$envmaptint" "[.3 .3 .3]" "$selfillum" "1" } billiard_light03.vmt "VertexlitGeneric" { "$basetexture" "models/metroplex/billiard_light" "$translucent" 1 "$envmap" "env_cubemap" "$envmaptint" "[ .2 .2 .2 ]" } [attachment=0]cs_metroplex_feb06100002.jpg[/attachment] [attachment=1]cs_metroplex_feb06100001.jpg[/attachment] [attachment=2]cs_metroplex_feb06100000.jpg[/attachment]
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Considering the stylised nature of TF2 I think the waves are reasonable though it's hard to say without seeing how it looks ingame. Overall I think the custom content does a nice job of fitting into the TF2 style while bringing a refreshing change of theme.
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First post updated. Since the last screens I've: Revised the lighting (though the shadow control still needs work) Added several models made by Em, myself and a few I purchased and ported to source Added road markings Started detailing the toilets There's still some placeholder content around (like the billiard lights). The main areas that still need work are the toilets and cinema projector room. I'm starting a fulltime 3d course next week so hoping to get this out of the road by March at the latest. It's likely I'll have an open beta by the end of Feb.
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Great video presentation. I look forward to checking it out ingame.
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great looking architecture and custom assets. keep it up.
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Thanks for all the great advice guys. I've added double line road marking as overlays and it's definitely an improvement. The underlying layout was originally based off Hollywood Holocaust, the first Duke Nukem map. Although it's changed dramatically the odd street setup is due to the original layout. I agree the crossings aren't particularly functional and I've never seen any setup like that. I put them there simply to break up the road surface. There was no forethought in overlay placement in those screens. I just started throwing them around. I removed a great deal of them and have put more thought into overlay placement. No chance of adding car interiors. At the moment they have polycounts between 1000-1200 and I'd like to keep performance reasonable on lower end systems. The window texture is the same base material used for all the brush glass materials so at least it fits in within the scene. I actually had more car types but removed them because they didn't fit with these cars. The map is currently 45mb compressed and I'd like to keep the final filesize as low as possible, hopefully under 50mb. I've been doing internal testing with my friends and I'm really happy with the gameplay. I'm aiming for a March release though it may be sooner, just depends on how busy I am with work. I plan on having a single open beta before release, I'll send a preview your way beforehand though.
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Thanks for the crits SKDR. I'm still working on overlays. I used trims on my inteiror textures but didn't for the outdoor textures, opting to model details like windows and trims so they don't look flat. I think you're right though, some trims would help seperate and define the building shapes. I'll look into it. I agree, the outdoor lighting is horrible, definitely needs a lot of work. I don't think I'll use that skybox either (currently assault).
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Finished all the vehicle models. they are pretty ordinary but good enough. Working on the final details for the street area, 3d signs, billboards and overlays. I also made the rooftop opposite the cinema player accessible. broken links removed
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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.
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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.
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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/
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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.
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Thanks Pampers, I'll consider adding trims. I think the pooltable dimensions look reasonable when compared to hostages.
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First post updated. Thanks to Em' for his ongoing model contributions.
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Here's a tutorial on using the new PS:CS4 3d tools for texturing that I found useful:
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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.
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looks promising Corwin
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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.
