Comments

Commented 15 years ago2008-06-03 01:00:41 UTC in journal: #5112 Comment #50244
Login Stuffing? :(
Commented 15 years ago2008-06-02 13:08:57 UTC in journal: #5112 Comment #50243
Gratz (i think)

4134th for me. I missed my 4000th login message :(
Commented 15 years ago2008-05-30 12:11:42 UTC in news: New Tutorials Comment #98512
i'm still organizationalizing a tutorial of mine. :/
Commented 15 years ago2008-05-29 07:35:13 UTC in journal: #5108 Comment #40647
admins will be admins __
Commented 15 years ago2008-05-29 07:05:30 UTC in journal: #5108 Comment #40646
People who make viruses as bad as this one should be executed.

Skals, Ant is right. Its really dumb to surf the web naked. There are some really good free protection apps out there, at least its a start.
Commented 15 years ago2008-05-27 00:03:08 UTC in vault item: dm_temple_wad Comment #16676
Did you even run full-vis? it looks like fast-vis!

ALso, the lighting could be better by compiling with -extra. if you did, sorry.

Also, a little sound and ambience goes a long way. AT LEAST use trigger_sound to set what kind of echoes happen in the room to give some life.

Overall it is nice though, good choice of texturing.

EDIT: ever plan to update it? i would like to see it in smoother light. If not, well ok.
Commented 15 years ago2008-05-23 23:39:40 UTC in journal: #5092 Comment #44932
her favorite color is blue! You should totally hit that!
Commented 15 years ago2008-05-15 19:08:04 UTC in journal: #5062 Comment #56059
woot... seriously, at least do one good map so you can say you did SOMETHING and didn't waste your time.
Commented 15 years ago2008-05-07 01:20:24 UTC in journal: #5054 Comment #48714
even though nobody cares, its still cool as hell regardless. i wish the radio would play one of MY songs. :(
Commented 15 years ago2008-05-05 02:47:49 UTC in journal: #5044 Comment #58614
zOMMFG CAPS LOCK MOST COMMENTED JOURNAL CUZ OF U!
Commented 15 years ago2008-05-03 21:32:08 UTC in journal: #5046 Comment #48711
Cool!

Also, i saw Priapism on the page. Someone I knew from highschool is in that band. Talk about long-tim-no-see. :D
Commented 15 years ago2008-05-02 19:25:30 UTC in journal: #5042 Comment #54706
GET OFF MY CLOUD!!!!
Commented 15 years ago2008-05-02 12:57:39 UTC in journal: #5041 Comment #48704
Wewt! I'll see if I can find it online and tune in.
Commented 15 years ago2008-05-01 13:05:47 UTC in journal: #5040 Comment #39251
Fake? Wrong Email Addreski?
Commented 15 years ago2008-04-29 18:00:35 UTC in journal: #5038 Comment #40618
lol. i'm hardcore like that i guess.
Commented 15 years ago2008-04-29 03:18:18 UTC in vault item: Triangle Method Comment #16592
Triangle method is more for goldsource stuff, and a displacment is a mesh plane that's smoothed, so to speak.

also, its hard to texture terrain done this way correctly. setup the texturing when it is still flat THEN deform it, or you'll learn it the hardway.
Commented 15 years ago2008-04-28 13:38:22 UTC in journal: #5037 Comment #39233
Sounds like a combo breaker if it gets you out of work.
Commented 15 years ago2008-04-28 03:13:09 UTC in journal: #5036 Comment #59257
Iconolepsy!!! gurgle
Commented 15 years ago2008-04-24 20:50:00 UTC in journal: #5032 Comment #44201
lucky, fraps sound recording cuts out into garbled metallic clinks after a second. dunno why. that's why my vids have overlayed music or i record using a microphone.

looking forward for some AC vids :)
Commented 15 years ago2008-04-24 13:08:28 UTC in journal: #5031 Comment #40614
<:(
Commented 15 years ago2008-04-24 01:39:54 UTC in journal: #5031 Comment #40613
i did. its not bad either.
Commented 15 years ago2008-04-24 00:15:12 UTC in journal: #5031 Comment #40612
yeah, but many thought i was bombing out on this one.
Commented 15 years ago2008-04-22 00:14:10 UTC in vault item: Crowbar of Time (Mod) Comment #16564
This is really friggin cool! A lot of time has gone into the replication of the area.

very nice work, i won't rate it until you finish it when you get back.
Commented 15 years ago2008-04-18 20:26:32 UTC in journal: #5015 Comment #59252
There is always the depiction of what TWHL would look like if it were to be an actual building we all went to everyday. Thats the popular idea.
Commented 15 years ago2008-04-11 21:02:28 UTC in journal: #5000 Comment #59244
Welcome to my world. :|

I had to delete R'Dia a while back. It took me as long as a normal map to make, but the entire thing was hell to design and make, plus it wouldn't compile.

So, if its not as good as it could get, don't bother, that or place it in the unfinished vault for feedback.

Good luck for the future.
Commented 15 years ago2008-04-09 18:30:43 UTC in journal: #4994 Comment #50236
Cool! I was wondering about the MotM stuff lately.

Welcome Back!
Commented 15 years ago2008-04-09 04:06:16 UTC in journal: #4951 Comment #40590
about 6 weeks each.
Commented 15 years ago2008-04-09 02:27:55 UTC in journal: #4991 Comment #59240
I use HL2 tools for max7. Apparently they work, but some of the more intricate entities (i.e. ground units) may need the use of Milkshape still.
Commented 15 years ago2008-04-07 21:57:14 UTC in journal: #4991 Comment #59239
Here's some HL tools if you don't already have them.

HL2 SMD Plugins for Maya 4-8

As far as actually modelling goes, i think you're on your own but not without thousands of Maya tutorials across the internet. Google is your friend.
Commented 15 years ago2008-04-07 12:32:15 UTC in journal: #4988 Comment #39204
John Hancocked.
Commented 15 years ago2008-04-04 12:09:52 UTC in journal: #4981 Comment #40605
Yeah I has a tablet.
Commented 15 years ago2008-04-04 05:01:14 UTC in journal: #4980 Comment #38889
i always fancy the black and white ones. The colored one is too dank for and real detail to be seen, and it would be rough to model from. Some contrast and lighting would fix that up easily.\

Very nice job, would be freaky to encounter in a dark corner.
Commented 15 years ago2008-04-03 19:16:58 UTC in journal: #4977 Comment #40596
Here's the stinger;

I've paid for my education like everyone else. Only now, newer students are taught Max, Maya, Zbrush, and have Unreal Tournament 3 (which is liquid victory) and they pay the same amount as I have before and get way more out of it. If I want to learn that now, I have to sacrifice my own time to catch up a difference of about 2 years. I can't even graduate before the technology gets upgraded!

UnrealED3 is fun :D

I could use it as leverage like a devine sign, but 6D needs to finish so that need ample time to develop. Plus I haven't heard from Daubster in over 2 weeks. Hope nothing bad happened to him. :(

I'm caught between what is healthy for me to do and what is right for me to do.

I'm not worried about my texturing skills, its the other ones that are bothering me. Although, I could lay out a real test with this Environment Rendering contest.... :\

EDIT: Ohshi- there IS an edit button! :(
Commented 15 years ago2008-04-01 21:04:39 UTC in journal: #4977 Comment #40595
flexible people keep jobs longer. This is one of the prime things they teach at uni and it makes good sense to me. however, i do want to specialize in texturing since it is the one thing that i seem to do without any hesitation or problems.

I have been creating realistic current game level textures with normal maps and spec maps, but all I can do is try them out in max. I wouldn't mind supporting some of the source mappers around here though.

Yet none of this is very encouraging. Either way, i still have to finish 6D, which has me doing all of the artwork and maps, regardless of who says what im good at. Only now i don't feel so enthusiastic about the project.
Commented 16 years ago2008-03-12 21:00:19 UTC in journal: #4940 Comment #54206
Yeah have to hook up with this guy.

http://youtube.com/watch?v=tEYWy9eftF4
Commented 16 years ago2008-03-11 08:21:17 UTC in vault item: The Dark Tower (Flat-Life) Comment #16205
My only complaint is that its too short, and the way the damage is when you "fall" off of the cliff is insta-death. maybe some kind of jagged rocks would make more sense or a deep pit to fall into.

Very good, I won't rate it until you have more of it though.
Commented 16 years ago2008-03-10 17:35:06 UTC in journal: #4934 Comment #54174
Thats looks clean! but please find a different sky. That one is fugly, unless there is a restriction on custom content. :/
Commented 16 years ago2008-03-06 22:18:07 UTC in journal: #4918 Comment #40587
I've been starved of development for a while. Even though I may run low on motivation, the project is wide enough to do something different and still make progress on it somehow. :)
Commented 16 years ago2008-03-06 22:12:40 UTC in vault item: Fy_Vertstadt Comment #16490
link is broken :(
Commented 16 years ago2008-03-06 22:04:06 UTC in vault item: de_forbidden Comment #16489
This is really good. Layout is kinda grid like, but there are some good areas for combat/camping. Well developed, good texturing (better than aztec)

Poly count is ok given the detailed brushwork and attention to detail.

One problem I have would be the walls all ending at the same height. There is nothing to look up at to accomodate the setting. Either some monumental pillar or idols, or even some basic brush cliffs extend upward like machu pichu. There evidence of cliffs anyway on the edges of the map.

Its good. Needs a little wax to make it perfect.
Commented 16 years ago2008-02-15 12:10:13 UTC in vault item: Entity Challenge 2 - Rube Goldberg Machine Comment #16389
Yeah, clever set up of random junk. Awesome Hammer props too. Though its a tad dark... Either way its pure genius. I would have loved to see you use all of the space you set up for yourself in that Gymnasium, which was really well built too.

Who cares about the wpoly, its awesome.
Commented 16 years ago2008-01-28 13:50:49 UTC in vault item: Black Mesa Lobby HL1 Remake Comment #16299
Yes... Silly Rimrook, portals are for source...

Played it. 'sgood.
Commented 16 years ago2008-01-24 23:42:36 UTC in vault item: Black Mesa Lobby HL1 Remake Comment #16279
Map is very sweet looking...

But i don't believe you simply PM'd valve tho.

Downloading, will check it out later.
Commented 16 years ago2007-12-30 16:53:52 UTC in vault item: dm_xenofun Comment #16183
damn i was thinking the same idea. glad i didn't go with it :P
will check it out later.
Commented 16 years ago2007-12-08 19:11:26 UTC in vault item: aim_map2005 Comment #16091
not too many crates, though they are overpopulated... just do not, for the love of god, add tires.

http://m0px.net/rimrook/helloftires.jpg
Commented 16 years ago2007-11-13 17:30:55 UTC in vault item: Ivy Comment #15977
Invest some time into working on cliffs and rocks. Not actual mapping but try some experiments. There's something about your last two maps, Ivy and DM_Cliff, that have something about the organic tone to them.

If you need help with the compiler to output smoother lighting, let me know.
Commented 16 years ago2007-11-13 16:20:15 UTC in vault item: Ivy Comment #15972
+ Action. I like Action. Wasn't boring to look at.
+ Beginning. I like that crate that opened up.
+ Extra points for natural setting.
+ Awsome organic brushwork. Tweak your compile settings, mostly rad, to smooth out the lighting and make the rocks look round.
+ Don't let the bad stuff fool you, this map has a lot of interesting layout uses and brushwork to go with it, as well as necessarily detailed without being too over the top.

= Little confused about where I was supposed to go after a short while.
= Ending... 'tis funny.

- Texturing. Hunt out some good ones on the internet and learn to edit them to your liking. Might help with blending the features of the map together.
Commented 16 years ago2007-11-13 16:13:18 UTC in vault item: Ka_Naglis Comment #15971
Geez, are you guys friggin blind? This map is the cleanest and nicest looking out of many in the vault. Though its small, it has a charm and level of detail that surpasses the intermediate mapper.

FIVE STARS YOU ASSHOLES!
Commented 16 years ago2007-11-13 16:09:51 UTC in vault item: dm_particle Comment #15970
+ Amazing detail, like the shadows and furniture.
+ Textures were nice, I don't think I recognized them.
+ Layoutlolzorz.

= Maybe a bit too dark. I had to flashlight to get around sometimes.
= Exit signs could illuminate the doors. I couldn't always find them or know if they opened.

- Not enough ambience. An easy fix for interior spaces with not much going on is to take the exterior sounds and and muffle them out. Gives the place a depthy feel.

One of my more favorite maps of the compo entries for gldsrc.
Commented 16 years ago2007-11-13 16:03:37 UTC in vault item: compo24_deathan Comment #15969
+ very good and moody lighting
+ great idea
+ stuck to the layout retardedly well

= Every light is a lamp, no light fixtures?
= Some dodgey clipping

- Silent map, no ambient sounds. Kinda nubbish for a compo map

Overall, very impressive! given the complexity of the layout.