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m8nkey

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Everything posted by m8nkey

  1. I don't think the contrast is a bad thing. The bricks and architecture look more Romanesque than Egyptian to me, in which case the grass is appropriate. The rock formations are looking great.
  2. m8nkey

    Alien Raiders

    Despite the terrible name, I watched Alien Raiders a few days ago and was surprised how much I enjoyed it. It's a low budget film that featured at 2008’s H.P. Lovecraft film festival. It borrows ideas from several good survival horror movies but does so in good taste. http://www.avclub.com/articles/alien-raiders,24951/
  3. To date all I've made is static props with a single sequence. I have some vehicle models I'd like to make 3 sequences for: wheels straight wheels turned left wheels turned right I tried just turning the wheels accordingly in Max and exporting 3 different sequences (using Jed's export tool). I've already checked out the wiki and example QC's in the modelsrc directory. Here's the QC: $modelname "metroplex\camaro.mdl" $cdmaterials "models\metroplex" $staticprop $body "body" "camaro_ref.smd" $sequence idle "camaro_ref.smd" $sequence left "camaro_left.smd" $sequence right "camaro_right.smd" $collisionmodel "camaro_phy.smd" $surfaceprop "metal" { $concave $mass 1000 }
  4. Great looking stuff. I'm glad you've stuck to it all this time.
  5. Took it for a spin yesterday. So far I'd say it's shaping up to be your best work. There's some really authentic looking architecture with a nice level of detail. I know you place gameplay over visuals/realism and I'm sure this one will be popular.
  6. To reduce entity count and standardise lighting in this particular situation. The interior environments in Enterprise:TCW are very heavily reliant on models. It's an environment that just doesn't conform to how I'd normally do things. As the lighting is currently implemented it's not possible for every single light to have a corresponding env_light and env_glow entity due to the sheer number of small spotlights everywhere (this is based off reference material. reducing the amount of lights isn't an option). Due to the confined space within the corridors and close proximity of the spotlights, every light doesn't need a light entity anyway. We're combining models into larger, pre-fabricated sections to reduce entity count but I'm just trying to think of other ways to reduce and optimise. A VMT with the following attributes can be used to create an effective neon effect. The alpha channel of the VTF is used for light falloff. "unlitgeneric" "$additive" 1 "$translucent" 1
  7. I'm sure I read quite some time ago that in OB it's possible for models to be light-emitting, removing the need for entity lights for prop light models. I've done a quick google search and checked the Valve Wiki but can't seem to find anything on it. Can anyone confirm or deny this or point me in the right direction?
  8. m8nkey

    Zenoclash

    I played it for a few hours yesterday and I think it's a respectable release. I'm enjoying the story, so-far the levels feel very linear with the focus being the combat. The melee combat system is original and offers a solid amount of moves. I also like the vegetation models, they're very shapely and surreal. Overall I really like the artistic style though some assets and levels don't look as polished as they could. It uses a VS sequence (like a 2d fighter) before every major fight. I think this is a nice touch but should have been reserved for boss fights instead of all the time. I think Zeno Clash is a fine testament to small teams and online distribution.
  9. I'd be happy to add some Zero Gear billboards or cardboard cutouts for the cinema. If you could provide me with some that would be even better. I'd really appreciate some assistance from experienced prop modelers or texture artists if anyone wants to contribute to Metroplex. Send me an email or PM with examples of your work if you're interested. Here's a list of what I'm working on and all the assets I still require: Outside 16 x vehicle model textures Posters and graffiti 3d sign - LanmaniaX 3d sign – Hotel 3d sign – Cinema Bus model Trees and vegetation Soundscape Inside Brass bins Building signage (Exit etc) Door models Cinema Foyer 3d cardboard movie cutouts Candyboxes Cash register Soda machine Soundscape Cinema Cinema seats Curtains Screen animation Speakers Projector Room Animated, destructable reel2reel projector Movie reels Arcade Arcade machine models Arcade machine skins and screen animations Hanging billiard light Jukebox (duke3dbox) Pool table model Male Toilet Cubicals Sink and foggy mirror Toilet model
  10. m8nkey

    Zenoclash

    Available April 21st on Steam. I've been looking forward to this since I initially heard of it a couple of years ago. Their recent media looks promising: http://www.zenoclash.com/
  11. Top work guys. The final shots look incredible. Also, I really enjoyed seeing the development process through the wip thread.
  12. Awesome work SpicyTanuki. The only thing that bothers me is the low level of geometric detail in the road compared to the rest of the scene.
  13. The gameplay looks like a lot of fun. I'm looking forward to checking it out ingame.
  14. Still making steady progress working on props and overlays. Chucked some ingame video on my site: http://www.binaryspace.info/metroplex.htm
  15. Some alright looking stuff. Besides what's already been mentioned, I think the map perimeter could use some work. At the moment it has a very boxed in feeling. Consider using un-scalable terrain and more variation in height and depth around the perimeter. Some stuff in the background the player can't access reduces the boxed in appearance. In the youtube video your camera work reminds me of Michael Bay.
  16. first post updated
  17. I'm tipping Build engine.
  18. Nice content and site. I only have 2 suggestions: I'm not sure if center justified text is suitable for everything. Secondly, have you considered using a simple javascript image loader like Lightbox 2? http://www.huddletogether.com/projects/lightbox2/
  19. Great looking assets so far HP.
  20. Fine choice in scene Mino. I'm sure it'll look awesome.
  21. Great stuff SpicyTanuki.
  22. Thanks for the feedback everyone. I started again from scratch, using a simple JS, CSS layout. I still need to sort out a domain and I'm considering adding some video to the level design section. http://members.iinet.net.au/~p4aran01d/bsp/index.htm
  23. Great stuff e-freak. I look forward to checking out your future assignments.
  24. Thanks Buddy, already had that in mind. Just uploaded this test version and thought I'd show it here to find out if there's anything horrifically wrong with it. SKDR: Yeah I know it isn't great. Ironically I fucking hate heavily flash reliant sites (to many unnecessary bells and whistles that can actually obscure the content) but that's the sort of work I'm looking for so the entire site is called upon from within a swf. I really like your site by the way.
  25. Next week I finish my six year enlistment in the Australian Navy. Fucken can't wait to be a civilian. Browsing job sites I found there's a fair bit of reasonable paying work in flash. I chucked together this site over the last 2 weeks in the hopes of gaining entry level employment in web or mobile gaming. http://members.iinet.net.au/~p4aran01d/bsp/ Ultimately I want to study 3d modeling/animation and work in real gamedev but I need something to pay the bills in the meantime.
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