Forum posts

Posted 18 years ago2006-05-12 06:53:50 UTC
in Media Release Update! Post #179578
Media Release Day 2-3 are out now!
Posted 18 years ago2006-05-08 14:54:06 UTC
in Media Release Update! Post #179066
It's been confirmed!

Deep Velocity Studios - a new release team focusing on Half-Life 2 projects - will be ready to present its first Media Release of their mod "Black Mesa: East" this upcoming weekend - in time for E3!

Concepted in January of this year, "Black Mesa: East" aims at telling a fictional prologue of the original story of Half-Life 2.

"Fictional", as we are not aiming at recreating each and every concept of what might have happened between the events of Half-Life and Half-Life 2.

Story

Step into the footsteps of a squad member, thrown back to the end of the 7 Hour War and learn more about the aftermath of the Black Mesa incident, how Eli, Kleiner, Barney and Alyx survived the cataclysmic disaster of the resonance cascade.

As you get confrontated with the past, discover how the future (Half-Life 2) came to be and the bid between Dr.Breen and the Combine.

Black Mesa: East - a team-based tactical, horror-thriller!

Features
  • Chapter-based release (11 Chapters)
  • New character movements (e.g. proning / rappling)
  • New weapons / familiar modified weapons
  • Team-based tactical gameplay
  • more to come!
When will BM:E be released?

No specifics at this point.

Sign-up to http://www.dvstudio-production.com - to keep track of current mod activities!

Cheers!
  • v0rt3x [administration]
Deep Velocity Studios
Posted 18 years ago2006-05-02 18:00:41 UTC
in Crysis Post #178059
They switched to console with Instinct and add-ons to instinct.
Posted 18 years ago2006-05-02 17:46:26 UTC
in Crysis Post #178055
finally a descent topic to talk about -

I've been following up on crysis since its press release - those are all in-game shots - pretty amazing.

Check up on the tech-demo videos as well - if some of you haven't yet - I think crysis comes pretty close to photorealistic graphics than any other game to-date - including "Gears of War" (Xbox 360 - using Unreal 3 engine).

Can't wait for its release - although I find it disappointing that Crytek switched over to Console Game-Development - which however was a wise marketing choice.

Will bring in a lot of cash.

:glad:
Posted 18 years ago2006-04-30 19:29:12 UTC
in I'm back, but need your help! Post #177576
join us :)

sounds a lot like what we're trying to do :D
Posted 18 years ago2006-04-27 10:20:13 UTC
in "Black Mesa: East" - Texture Artist! Post #176999
It's interesting to see the way the public responds to us, our recruiting posts, our website, etc.

Thanks!

@ Habboi / BioPulse -

We worked very hard towards a media release date back in March - however - seeing that we are infact in our 4th production month - a very early stage for a mod - we decided to push back the date to match the E3 dates in L.A - which would allow us to take more time for brushing up and creating content.

This is something that is often done - and goes along with strategic planning.

I hope you will find the media release enjoyable!

@ Hydeph / Tosse

By no means are we a commercial enterprise or for that matter - claiming to be one.

DVS actually derived from a few individuals that were part of another Mod Team - which - unfortunatly like many mods these days - went out of production.

Back then the production team, which I was part of, grew very impatient and became frustrated with the administration and unorganization of that Team - thus I decided to bring forth a motivated and talented team of individuals that had a passion for HL2 Mod making - and would like to have the chance to improve their personal portfolio and be part of a greater experience.

This fundamental idea behind DVS grew very popular - which mostly attracted people (like myself) - which were interested in Game Design and are interested in a professional career in that field of work.

The project itself - "Black Mesa: East" soon grew to be larger than expected, with careful planning that needed to be taken care of.

Most of the members we end up recruiting - turned out to stay with us, not because of the project, but because of the organization and the team that DVS provides.

We have a large mixture of college students, highschool students and people working in the industry - all very dedicated to DVS and the project - all working freelance.

"Occupation: To lazy" @ Tosse - unfortunatly just doesn't cut it.

@ Daubster -

Thanks for your interest - again - let me emphazise:

Given the right tools, the right dedication and commitment - anyone can work over his own potential - and create works of Art - so we do not only seek for professionals - we encourage our members to "stay on the ball" - and take something with them in their life, during their stay with us.

They have the chance to keep improving their skills and learn something new and within a team.

You are welcome to send in samples @ jobs@dvstudio-production.com

:)

Thanks again,
Best Regards,

v0rt3x [Administrator]
Posted 18 years ago2006-04-25 17:13:47 UTC
in "Black Mesa: East" - Texture Artist! Post #176703
MEDIA RELEASE SCHEDULED FOR E3!
Deep Velocity Studios

*Looking for Texture Artists primarily!*

About

Deep Velocity Studios is looking for talented artists in all fields for development on its current Project "Black Mesa: East"

Story

Step into the footsteps of a squad member, thrown back to the end of the 7 Hour War and learn more about the aftermath of the Black Mesa incident, how Eli, Kleiner, Barney and Alyx survived the cataclysmic disaster of the resonance cascade.

As you get confrontated with the past, discover how the future (Half-Life 2) came to be and the bid between Dr.Breen and the Combine.

Whats in for you?
  • Team Member Access on Website
  • Work Atmosphere around an organized team
  • Your own Dev Log within the Team Forum Section
  • Oppertunity to develop your personal portfolio
  • Privilage to release independent work on our website, under YOUR name credit, not DVS.
Great! Where can I help?

There are several opening on our website -http://www.dvstudio-production.com/viewpage.php?page_id=14

We are currently looking to fill these positions urgently:
  • Concept Artists URGENT
We'd be looking into futuristic and modern architecture design, weapon design, enviroment, character and prop design as well as a Storyboard Artist!

You are required to send in a Design Portfolio to be evaluated.
Past Game-Concept Design experience is helpful!
  • 3D Modelling Artists
You should be familiar with a software suite like 3D Studio Max, Maya or an equivalent.
Modelling would include: Props, Characters and Weapons.

Important: Artists who are familiar with modeling & animating are prefered - but do not have an advantage in the application process.
  • Texture Artists URGENT
You should be able to work with bump mapping and be familiar with several texture techniques in-game.
You may be required to create texture concepts - working with Photoshop or similar.

Knowledge of Texture-Design in game engines is helpful! (bump map, parallax mapping, etc.)
  • Foley Artist & Musician
You'll be required to record custom sound content as well as compose music for gameplay.
  • Webmaster URGENT
Responsible for Website related issues, frequent maintanence, etc.
Should have a strong background in PHP, HTML programming.
  • Coders
This position requires applicants to be familiar with Half-Life 2 and the Source Engine code!
Past experience is required!

You will be responsible for Weapon / Feature / Character coding.

ALL POSITIONS REQUIRE PORTFOLIO WORK (links, attachments, etc)

Other Information

If you are interested already, follow these steps: Work Enviroment

We work with two other systems which are available from our website.

A Task Mangement System which manages the different departments (level design, sound design, concept department, etc) and their daily / weekly tasks.

As well as the Mantis Bugtracking System, which keeps and maintains a bug report of current projects that are playtested.

Team Communication

We have regular meetings on MSN and Skype, and are looking into an IRC Channel.
The team organization is structured a certain way:

We have 8 departments - each split up for working on different parts of a project.
Administration, Concepts, Mapping, Texturing, Modelling, Music, QA and Public Relations.

Each of these departments consists of talented artists, one of which has a Lead Position.
Concept Lead, Mapping Lead....etc.

As different members have certain positions, such as Lead or Producer, they also have certain responsibilities. Work has to be handed in on time, team meetings sorted out, etc.

Member Websites

For those members who have individual websites - they will recieve a subdomain along with their current existing domain "member.dvstudio-production.com"

Current Information on DVS

Following work has been done:

An 80 Page Design-Document
Weapons have been modeled - Require Coding / Texturing
Level Design - Requires Texturing / Modeling
Textures - Require Coding

Questions?

If you have further questions, either post, visit our website or get in touch with me.

(MSN) fgladitz[@]hotmail.com
(PRIMARY EMAIL) v0rt3x[@]dvstudio-production.com

Deep Velocity Studios Official Website

v0rt3x
Posted 18 years ago2006-04-24 19:44:41 UTC
in Best Star Trek series and characters Post #176567
ya'll never beat me -

I have all DS9, Star Trek: Next Generation, Star Trek: Voyager, Star Trek: The Original Series, and Babylon 5 seasons :nuts: :nuts: :nuts: :cyclops: :cyclops: :cyclops:
Posted 18 years ago2006-04-24 19:43:15 UTC
in 10 ways to destroy the Earth. Post #176566
hehe good laugh - kila :D
Posted 18 years ago2006-04-24 19:40:16 UTC
in Avatar Contest Post #176565
Fools - :biggrin: - its a statue for sure - I see Kila online every day so I'll guess this one day - but its some sort of relic or whatever from some sort of game prolly.

Keep guessing with me though - its pretty hillarious. :)

Jobabob - yours is the result of Gordon being re-elected for saving Earth and deciding its fate on who gets to rule.

This was before Breen f-ed it up, ofcourse :P

whats mine?
Posted 18 years ago2006-02-27 14:03:39 UTC
in npc_cscanner movement Post #165361
hmm - ok ill try - but as mentioned - the scanner doesnt use path corners the way i set it up at the moment - the train its supposed to follow does - but its not even following the train.
Posted 18 years ago2006-02-27 08:57:45 UTC
in npc_cscanner movement Post #165302
Hey Folks,

problem: A scanner is supposed to react EXACTLY to what it should do, where it should fly - etc. It should NOT inspect the player - nor any other object by itself.

Upon map run - the Scanner is in its normal A.I - I also tried the use of an a.i. schedule and tried the scripted_sequence as well - and moves randomly about the map, instead of following a set of path_tracks.

-> At other occassions it flies 90? up and swirls about on the ceiling of the room.

the setup:

I've set up the npc_cscanner and air node hints - this merely tells the scanner where it can navigate.

-> Now I want it to set a certain path, much like a HL1 train.
After experimenting with just path_tracks - I've set up the entire thing the way you set it up according to a Strider (with path_tracks and air node hints beside them).

Scanner
Name: scanner1
Target path corner: (left blank)
ShouldInspect: No
OnlyInspect Players: No
NeverInspect Players: Yes

To overcome to problem above - forcing the scanner into following a path - I included a nodraw train - which the scanner is set to follow:

Output - OnWake - Target scanner1 - SetFollowTarget - Scannertrain

Input - (from a trigger) -> OnTrigger - Wake (the scanner)

its initial animation is set to: idle

Flags set -

Fall to Ground
Wait for Script
Do Alternate Collision (player avoidance)
Don't drop weapons
The Train - The Scannertrain is set to follow path_tracks starting at 1.

Name: Scannertrain
First Stop Target: 1

Input: (from trigger) -> OnTrigger - StartForward (the train)

Flags -

NoUserControl
Passable
Fixed Orientation
HL1 Train
Is unblockable by Player
The info_node_air_hint

Name: (left blank)
Hint: None ( I THINK THIS IS WHERE THE ERROR MIGHT BE)
Hint Activity: (left blank)

Thats it I think. - The actual path_tracks are just numbered correctly.
No Flags set.
Help?

:
Posted 18 years ago2006-02-23 20:25:07 UTC
in The Annual Hunter Awards Post #164723
nah just busy with other stuff :)
Posted 18 years ago2006-02-22 20:20:10 UTC
in Blackhawk Polycount (Modeling Question) Post #164559
Hey Guys,

quick question from a non-modeler -
need answer from experienced modelers!

Designing a Blackhawk chopper (Exterior / Interior) to be used as a prop in the source engine -

need a good polycount for it to run smooth but still look highly detailed.
Thanx! :)
Posted 18 years ago2006-02-22 06:50:13 UTC
in Deep Velocity Studios Post #164412
Also - we are in need of filling one of the most important and most hard to find positions - modeling and coding.

If anyone has interest or has contacts - please get in touch with me!
Posted 18 years ago2006-02-21 15:02:45 UTC
in Deep Velocity Studios Post #164293
Thanx @ Fearian as well :) we'll do our best :P
Posted 18 years ago2006-02-21 10:22:56 UTC
in Deep Velocity Studios Post #164253
...that is why we cover the rest - howd he get all the way to europe! :biggrin:

Gargantua - yes please do forward his contacts to me - through the usual channels.

Saco - thanks - we are a large international team by now, right in the middle of production and yes, a large percentage, including myself, takes Deep Velocity Studios very seriously.
Posted 18 years ago2006-02-15 22:02:43 UTC
in Deep Velocity Studios Post #163532
wrote you - and thanks :glad:
Posted 18 years ago2006-02-15 20:21:54 UTC
in Deep Velocity Studios Post #163526
...and you'd eventually sell it and be rich! haha.

now is anyone interested in joining?

The website has been largly updated, we are now offering more jobs and are busy on developing.

We are highly interested and in need of modellers!
Posted 18 years ago2006-02-15 18:31:06 UTC
in Deep Velocity Studios Post #163485
...then it'd be the best mod out there.
Posted 18 years ago2006-02-15 18:21:33 UTC
in Deep Velocity Studios Post #163481
well - most of our story is NDA - as with most mods - but I can leak to you (being the administrator :P) that we had the story of shepherd in consideration once - but it was scrapt afterall.
Posted 18 years ago2006-02-15 18:16:29 UTC
in Deep Velocity Studios Post #163478
yea I was just saying - cuz that story starts before the 7 hour war - my point being - we're not including it - cuz u said it all sounds similar to your story :)
Posted 18 years ago2006-02-15 18:08:56 UTC
in Deep Velocity Studios Post #163476
sorta - but not quiet - we're telling the story AFTER the 7 Hour War, as there is a 7 Hour War Mod currently in the works already.

Our story also goes in-depth of other things - a little sci-fi here and there. Production starts monday.

:nuts: :biggrin:
Posted 18 years ago2006-02-15 11:10:38 UTC
in Deep Velocity Studios Post #163399
Posted 18 years ago2006-02-15 10:57:03 UTC
in Deep Velocity Studios Post #163397
we've just finished a small percentage of voice recordings here at a professional sound studio. They sound quite nice.
Posted 18 years ago2006-02-14 06:34:55 UTC
in Deep Velocity Studios Post #163161
thats the thing - we are lacking of content and we need "content contributors" :nuts: like you.

As soon as we get far enough in development that we can show content, things will gradually become easier.

Content is King - we've just published a 52 page Design Document for the mod to the team, and going through it with each department, so content may be coming from the mapping department soon...until then we are in need of a modeller and help in all other positions except mapping. :cry:
Posted 18 years ago2006-02-14 05:59:12 UTC
in Deep Velocity Studios Post #163156
[b]About[/b]

Deep Velocity Studios is currently developing its first single player Mod for Half-Life 2: "Black Mesa: East" (BM:E).

Step into the footsteps of a squad member, thrown back to the end of the 7 Hour War and learn more about the aftermath of the Black Mesa incident, how Eli, Kleiner, Barney and Alyx survived the cataclysmic disaster of the resonance cascade.

As you get confrontated with the past, discover how the future (Half-Life 2) came to be and the bid between Dr.Breen and the Combine.

Black Mesa: East - currently in development.

About Deep Velocity Studios

"Working on a mod in the community can not only be quite challenging,
but frustrating as well. Especially when there is absolutely nothing to do.

In late August 2005, two members of a mod found themselves in exactly that situation.
The resources were simply missing - no plans, no conceptuals, nothing that could possibly help two mappers visualize the ideas and plans of a mod.

Skyping along through another night, these two members felt that mapping had to be fun -
mapping should bring one's knowledge closer to the community - and not only mapping.

Many community members have their expertise - which everyone should get a chance to share with the rest.

That is when Deep Velocity Studios came to life.

Hosting an international team, which reaches from Germany, over Britian, New Zealand, Australia, all the way to the U.S., Deep Velocity Studios seeks to provide the community with new projects, varing from individual maps, to complete mods.

With high interest and motivation to seek a job in the gaming industry, the oppertunity to build up our members skills and profiles is capatalized."
  • v0rt3x

If you'd like to join an international team of artists, and be part of a release team - this might be your oppertunity.

Unlike other mod teams, we do not focus on a single mod, but several smaller projects.
We encourage members to release their own projects, and give them the oppertunity to do so, under their name on our website.

Artists with Game Development background for the Quake Series and Homeworld 2 are welcome as well! We try and focus on development for those games as well - although HL2 is keeping us busy primarly.

Whats in for you?
  • Team Member Access on Website
  • Work Atmosphere around an organized team
  • Your own Dev Log within the Team Forum Section
  • Privilage to release independent work on our website, under YOUR name credit, not DVS.
Where can I help?

Operning are available in:
  • Concept Artists URGENT
We'd be looking into futuristic architecture design, the regular architecture design, weapon design, as well as prop design.
  • 3D Modelling Artists URGENT
You should be familiar with a software suite like 3D Studio Max, Maya or an equivalent.
Modelling would include: Props, Character Design, CGI Cinematics
  • Texture Artists URGENT
You should be able to work with bump mapping and be familiar with several texture techniques in-game.
  • Foley Artist & Musician
You'll be required to record custom sound content as well as compose electronic music with software like ProTools, or equivalent.
  • Webmaster URGENT
Responsible for Website related issues, frequent maintanence, etc.
Should have a strong background in PHP, HTML programming.

ALL POSITIONS REQUIRE PORTFOLIO WORK (links, attachments, etc)

You may also apply for any position on our website.

Other Information

We work with two other systems which are available from our website.

A Task Mangement System which manages the different departments (level design, sound design, concept department, etc) and their daily / weekly tasks.

As well as the Mantis Bugtracking System, which keeps and maintains a bug report of current projects that are playtested.

We have regular meetings on MSN and Skype, and are looking into an IRC Channel.
The team organization is structured a certain way:

We have 8 departments - each split up for working on different parts of a project.
Administration, Concepts, Mapping, Texturing, Modelling, Music, QA and Public Relations.

Each of these departments consists of talented artists, one of which has a Lead Position.
Concept Lead, Mapping Lead...etc.

As different members have certain positions, such as Lead or Producer, they also have certain responsibilities. Work has to be handed in on time, team meetings organized, etc.

For those members who have individual websites - they will recieve a subdomain along with their current existing domain "member.dvstudio-production.com"
If you have further questions, either post, visit our website or get in touch with me.

(MSN) fgladitz[@]hotmail.com
(PRIMARY EMAIL) v0rt3x[@]dvstudio-production.com

Deep Velocity Studios Official Website

v0rt3x
Posted 18 years ago2005-09-14 17:36:41 UTC
in Web Designer looking for Jobs! Post #134747
Hello,

I'm a 19 year old graduate, offering Webdesign services.

My experiences lie in the following:

PHP scripting, HTML, Java, and CGI. (I can implement but unfortunatly not create Flash)

Additionally I can create custom templates, and may be able to implement ready-made ones.

I specialize in gaming sites (Clans, Mod Teams, etc.), personal sites, as well as commercial sites.

Financial Questions -> No, it is not for free, as I'm trying to make some money as well, BUT, prices vary and it may be cheaper than with professional design studios.

If you're interested, please visit http://web146.server-drome.de/
(JAVA support highly recommended! - If you have no Flash, skip intro!)

You will be able to sign-up for a web design project at the bottom of the "Connection" page.

Note: I do not join mod teams or clans - I merely offer the webdesign service!

Currently working on a HL2 mod myself - sorry!

thanks
Posted 18 years ago2005-08-23 09:25:12 UTC
in Half-Life2 Borg Wars Recruiting Post #129217
Posted 18 years ago2005-08-22 16:38:18 UTC
in Half-Life2 Borg Wars Recruiting Post #129115
Alright - got lots of updates for Borg Wars! Except new stuff on the website very soon! :biggrin:
Posted 18 years ago2005-08-21 19:49:24 UTC
in Half-Life2 Borg Wars Recruiting Post #128921
k ppl!

Update again!

Programmer - Minimum 1 required, maximum 4. (SOURCE) - 1 JOINED
Texture Artist - Minimum 1 required. - 1 JOINED
Concept Artist - Minimum 3 required, maximum 6.
Character Modeler - Minimum 1 required, maximum 3. (Human & Aliens)
Item Modeler - Minimum 1 required, maximum 5. (Guns, Ammo, etc) -1 JOINED

Object Animator - Minimum 1 required.
Character Animator - Minimum 2 required.
Mapper - Minimum 1 required. (SOURCE) - 1 JOINED
Writer - Optional, maximum 2.
Team Management Assistant - Optional, maximum 1.
Posted 18 years ago2005-08-21 08:51:40 UTC
in Half-Life2 Borg Wars Recruiting Post #128817
Currently we are in need of the following -

Programmer - Minimum 2 required, maximum 4. (SOURCE)
Texture Artist - Minimum 2 required.
Concept Artist - Minimum 3 required, maximum 6.
Character Modeler - Minimum 1 required, maximum 3. (Human & Aliens)
Item Modeler - Minimum 1 required, maximum 5. (Guns, Ammo, etc)
Object Animator - Minimum 1 required.
Character Animator - Minimum 2 required.
Mapper - Minimum 1 required, maximum 2. (SOURCE)
Writer - Optional, maximum 2.
Team Management Assistant - Optional, maximum 1.

pls contact us if you're intersted!

Priorities right now are Animators, Modellers and Coders!
It would be a help to have an extra experienced Mapper with Star Trek knowledge, as I'm the only current one right now!

thx
Posted 18 years ago2005-08-20 21:02:35 UTC
in Half-Life2 Borg Wars Recruiting Post #128721
Hello again - ppl - we are in desperate need of a modeller and sound engineer! Even if you don't wanna work full time - pls consider joining our team and helping out with your knowledge!

We'd appreciate all the help we can get!

again - pls visit http://borgwars.hlgaming.com , sign up - post a request or send an email to one of the members in the team section!

Thx -
;)
Posted 18 years ago2005-08-19 13:42:36 UTC
in Half-Life2 Borg Wars Recruiting Post #128483
Posted 18 years ago2005-08-18 14:10:23 UTC
in Half-Life2 Borg Wars Recruiting Post #128320
Hi there,

v0rt3x here, mapper of the Borg Wars project. The current web page of the mod is located at http://borgwars.hlgaming.com.

Borg Wars intends to place the player in the immersive universe of Star Trek, more specifically somewhere around the early 2380s.

Many people have asked us if we were going to follow the Elite Force game style, well let's settle that right now, the answer is no. We want to stay as far as possible from those games, and as MJCS-gTFC-, our team leader, so eloquently put it, this is a game that "Will go boldly where no game has gone before...".

An interview between the Star Trek Gaming Universe fan site and MJCS containing some basic information about the mod can be found here .

Now to the real stuff. In the Borg Wars single player campaign, you will play as a Federation captain, newly assigned to the USS Prometheus, a top-of-the-line experimental Tactical Assault ship. During the campaign, you will have to fight against both the Borg and Species 8472, an alien race living in a "parallel dimension" filled with fluid. In the multiplayer part of the game, you will naturally be able to play as either a Federation officer, a Borg drone, or an 8472 Warrior. We currently have dozens of special game concepts of planned, most of which are things that we never or only very rarely used before on the gaming market, much less in a total conversion. Sadly, those are subject to our non-disclosure agreement, as revealing them to the public would be removing any surprise effect those features will have in-game, when the player is not expecting them. Gamemodes for the multiplayer part are as of yet unconfirmed and are considered "work in progress", but we do have many ideas planned, including but not limited to:

-Regular Team Death Match.
-Battlefield-style "capture point" mode.
-Capture The Flag (although we do plan to replace the flag with something more proper, such as data you will need to download and bring back to your communications uplink system).
-Threeway capture point mode (that oughta make things a 'lil bit spicy, eh?).
-UT2004-style Assault mode, featuring an offensive team that needs to achieve certain objectives, and a defensive team that tries to prevent them from doing so.
-Threeway Objective mode, where all three teams need to achieve some specific objectives to win the game, such as assimilating a whole section of a ship or hitting the self-destruct button to prevent them from doing so, while the 8472 try to drain all ship power by planting power suckers into key systems manually.

And there are many other original game modes we've thought about, but we'll leave those for the staff's design document .

Here are some eye-candy renderings and concept art your viewing pleasure:
http://www.hlgaming.com/image.x?i=/..._Comm_Badge.jpg
http://www.hlgaming.com/image.x?i=/...e_Dragon_02.jpg
http://www.hlgaming.com/image.x?i=/...Armor_wback.jpg
http://www.hlgaming.com/image.x?i=/...huttlebay_3.jpg
http://www.hlgaming.com/image.x?i=/.../The_Dragon.jpg

Now, we have a lot of ideas and concepts, and great projects for this mod, but we are currently in need of more people to get this mod done. Here is what is required to join the team:

-Able to show past work or able to create something for us to see
-Able to work with other people
-Can finish tasks on a deadline
-A passion for Star Trek (Optional)
-Willing to agree to a Non Disclosure Agreement

We are currently in need of the following positions to be filled up, in order from most important to least important:

Programmer - Minimum 2 required, maximum 4.
Texture Artist - Minimum 2 required.
Concept Artist - Minimum 3 required, maximum 6.
Character Modeler - Minimum 1 required, maximum 3.
Item Modeler - Minimum 1 required, maximum 5.
Object Animator - Minimum 1 required.
Character Animator - Minimum 2 required.
Mapper - Minimum 1 required, maximum 2.
Writer - Optional, maximum 2.
Team Management Assistant - Optional, maximum 1.

If you have any of those skills, or wish to offer your help in some other way, please head over to our forum and post the proper information or contact dafranker --> dafrankerxd@hotmail.com, deathmerc_dafranker@yahoo.com or DaFrankerXD on AIM. As a side note, position maximums are there only as guidelines, but I do not see why we couldn't have three additional mappers in our team if we get a good team management assistant.
Posted 19 years ago2005-02-14 12:31:49 UTC
in Invisible Entities Post #90427
ok update. It cannot be because of vis. I took my time and ran vis, and the problem remained.

Now there is another aspect though...

within that map, I have a trigger_camera at one point.
Once I run through the trigger_once for the cam, the cam starts and all the entities are visible again, as well as after turning back control to the player. :S

A cam is also active while the level_transition is going, so it might be that its because of that.

Lol- just came up with that idea....maybe I should turn down the Hold Time, so that the player has control while its changing to another level. :S

any other ideas?
Posted 19 years ago2005-02-14 10:57:05 UTC
in Invisible Entities Post #90412
I checked the forum for this one, and only found a post from a 'David', who had the same problem.

I've compiled a map, and it started getting to big cuz I kept adding entities, so I split it into two parts and made a working level transition.

Now the problem I have, is that in the second half (the map it changes to), all my entities are invisible. Elevators, monster_scientists, etc, etc.

I've only ran BSP and CSG for testing purposes, not RAD or VIS....could that be a problem?

If no, then let me know what else. thx.
:|
Posted 19 years ago2005-02-08 17:40:01 UTC
in Where ya from? how old r ya? Post #89071
18, Berlin, Germany :)
Posted 19 years ago2005-02-08 08:47:10 UTC
in Doom III D3Radiant Post #88949
Hey - I'm pretty good at HL1 and HL2 Editing now, and I was wondering if someone here could tell me a little about Doom III or Unreal Editing, whether its an easy switch from Hammer to Radiant.

Ive browsed through the radiant editors and UEditor (whatever its called) and noticed a lot more options and Im usually the type of guy who finds it easy to jump into a program and learn it,
but overall, would you say the concept of the editors is the same?

3 Dimensions working (xyz), brushes, entities etc, etc. ?

Thx!

v0rt3x
Posted 19 years ago2005-02-01 10:42:17 UTC
in My scientist is a ventriloquist!! Post #87453
seventh idea worked. thx again.

POST CLOSED
Posted 19 years ago2005-02-01 08:23:27 UTC
in Need help with Street Light... Post #87433
Sup Greven, I will try to get it done a.s.a.p.
I'm located in Germany, so we do have a time difference as well, but yes I did recieve the map and I'll see what I can do.

Be patient and I'll get back to u.

Haven't forgotten :P
Posted 19 years ago2005-02-01 08:21:39 UTC
in Good ol' levelchanges. Post #87431
woah...wait, where did this trigger_transition suddenly come from.

I though trigger_changelevel and info_landmarks. :zonked:
Posted 19 years ago2005-01-31 18:09:45 UTC
in My scientist is a ventriloquist!! Post #87370
ohhh! ok. I did check a scientist file and it was set to a low kHz so I just set it to the same. My first file was set to 22,050, so I did set it down.

The only thing I didnt try was 8-Bit, because when I opened up the original file, it automatically gives me info, and it seemed to be 16 Bit.

Thx, Ill try that.

If anyone else has ideas, I'm open to them.
Posted 19 years ago2005-01-31 17:38:07 UTC
in My scientist is a ventriloquist!! Post #87360
Arrg, my sci is a ventriloquist!

I can't get him to speak my custom sounds with mouth opening and closing. The file plays, but the scientists mouth is not moving at all.

First tests, his mouth was moving barely, so I thought that the sound file might be too quite. I increased the amplitute in an editor, and now he doesn't speak at all, but as I said, the file plays.

The custom sound is in sentences.txt and in the scripted_sentence its set to !SC_LABENT.

Anyone have any ideas?

thx.
Posted 19 years ago2005-01-31 06:49:11 UTC
in Need help with Street Light... Post #87218
no prob, :) I'll be happy to.

I spend the entire day mapping. :P
Posted 19 years ago2005-01-31 06:48:17 UTC
in Good ol' levelchanges. Post #87217
How is it that levelchanges seem to be so sensitive?

I"ve read the levelchanges tutorial on this and dozen of other sites, but in my map it doesn't work.

So here is my general question:

how do you guys (and maybe girls :P) go about with setting up level changes?

do you first create a room, and then once its complete with trigger_levelchange and landmark, do you copy it to a new map?

I always find myself writing up coordinates in TOP and SIDE view to varify where my landmark needs to go in the second map.

Is it really THAT hard? Its not my first level change. Others worked, but sometimes it just doesnt.

Any ideas on how to go on about something like this?

thx
Posted 19 years ago2005-01-31 06:41:51 UTC
in 3 questions-0 answers.... Post #87216
On the 2nd Question...the only thing Ive seen around is the famous floor reflection trick, but that isn"t really texture based.

With the other two, I dunno, sorry.
Posted 19 years ago2005-01-31 06:36:32 UTC
in How can I add sound to my map Post #87215
depends on how many, or if u get a "too many lights..." thing error.
:P
Posted 19 years ago2005-01-31 06:35:08 UTC
in A n00b question for ALL :) Post #87214
I totally agree with VOX. When there is something that looks plain in my maps, I think of the area that this room represents, and what could fit to that theme. So - pipes, machinery, maybe even windows or laser-pipes.

Crates are fun to break, but if u're a realist like me, you"ll have to think about how they got there in the first place and why they are stored where they are stored.

:nuts:
Posted 19 years ago2005-01-31 06:31:28 UTC
in Omg I hate Hammer Post #87212
go win2000 or linux :P