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MoonDog

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Everything posted by MoonDog

  1. Looking at my really early works in Radiant is like reading the diary of a mad man.

    1. Apprentice

      Apprentice

      Hehehe ... sure know THAT feeling :X :X

    2. Onysfx
  2. Only if it is the Thriller era Jackson.
  3. Reminds me of the old Half-Life mod, Ricochet.
  4. Did you try this? http://bit.ly/1cZtIIM
  5. If you need to have a piece of brushwork and patches be able to be a modular asset that you can rotate, it's best to compile that object into an ASE and use it as a misc_model. You'll create a lot of clip brushes with autoclipping. It's best to clip the object as simply as possible manually, using as few brushes as possible. Autoclipping will take every triangle in the model and create a clip brush.
  6. I used to use this: http://jkhub.org/files/file/1424-jka-font-mod-typomoderno-by-renegade/
  7. A patch mesh is not a volume. It is a plane that has no effect on vis either way, and therefore it does not matter whether or not it is structural or detail. Unless you mean he has taken a brush and clipped into a cylinder of course. Be careful with free rotation. Also, do not touch CSG subtract. Ever. Like Szico says.
  8. MoonDog

    New Staff Member

    It's funny that his last status update has something to do with his previous staff tenure.
  9. Maybe for mapping specific visual errors and inefficiencies. I wouldn't worry about testing with strictly other mappers otherwise. About anyone can tell whether or not something is fun. You just have to worry about them being able to articulate as to why. (Isn't as easy as it sounds most of the time.)
  10. Then you should get a test pk3 going around asap before you start doing any detailing. Gameplay --> Feedback on Gameplay --> Iterate on feedback --> Test again --> Repeat as many times as necessary --> Detail, art and lighting Don't want to have to go back and try to modify a ton of brushwork when something turns out to be "not fun".
  11. TFU was terrible though. As long as you count on new SW games being as bad as TFU, it could be safe.
  12. I think a new Battlefront + new movies coming out might generate more traffic on the Battlefront games than it would here.
  13. NAH REALLY? TANKX FUR BING HERE TO POINT DEH OBVIOUS 4 ME
  14. It's a Tamagotchi conference! They are all playing Tamagotchis and trading them.
  15. I need to watch the original trilogy again. It's been a while. Would be the best place to get your references from though.
  16. It's very difficult logistically and financially to develop /release mod tools to support a modding community around a title these days.
  17. Here are some references. Everything seems to be really curvy in Bespin now that I actually look. They definitely have a fungal growth motif going on. You may not care at all about aesthetic accuracy or frill, but that's all I can offer advice on when I have nothing but screenshots though.
  18. Must... stop... playing... Terraria...

    1. Show previous comments  3 more
    2. Mysterious Stranger

      Mysterious Stranger

      Lol. I used to be super addicted to that. Until the house I spent hours building was demolished by a fucker.

    3. Onysfx

      Onysfx

      I believe we call that "Griefing" xD

    4. MoonDog

      MoonDog

      Successfully uninstalled Terraria. It was really hard, but I did it. Phew. Now to get addicted to BL2

  19. If you have a test pk3 available, I'd be happy to give feedback from a play perspective. From the screenshots, I'd say the following problems are: -Texture alignment -Texture mapping on the patches( Looks stretched on some ) -Everything is really blocky. I'd do some patchwork on various buildings to replace the brushwork. If you plan on keeping those very angular faces on your shapes( the buildings ), I'd recommend providing vertical aesthetic geometry where the planes meet, both to break up the textures and to provide some aesthetic diversity to the architecture.
  20. I am looking forward to a new release of JKG eagerly as well.
  21. Are you even trying to ask for permission before you are hosting those?
  22. This is a third person action game however, so that is a constraint that needs to be considered when designing spaces in this game.
  23. Everyone develops their own habits, watching someone else work might not be all that beneficial. I think at best you might see creative ways to manipulate patches, brushes and general shortcuts that cut production time down. A lot of the "thought process" takes place long before the editor is open. Drawing top down sketches occasionally, but mostly making lists of gameplay elements and how they interact with each other. What you can do to improve these elements and then add to them by creating your own dynamics. I'm just saying, the video would be 90 percent commentary explaining what one is doing and why, rather than mind blowing brush manipulation. Might be cool. In any case, this book is fantastic and can help you see the craft you practice in a new or different light. http://www.amazon.com/The-Art-Game-Design-lenses/dp/0123694965/ref=sr_1_1?ie=UTF8&qid=1387850889&sr=8-1&keywords=The+art+of+game+design Also this: http://www.amazon.com/The-Design-Essays-Computer-Scientist/dp/0201362988/ref=sr_1_1?ie=UTF8&qid=1387851024&sr=8-1&keywords=the+design+of+design
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