Search found 1466 matches

by goran
Jul 28th '13, 19:15
Forum: Editors, Emulation, Etcetera
Topic: HD Player Models (I think this will end up belonging here)
Replies: 144
Views: 48180

Re: HD Player Models (I think this will end up belonging her

11-1goran2.png
11-1goran2.png (8.18 KiB) Viewed 8051 times
11-1goran.png
11-1goran.png (8.02 KiB) Viewed 8052 times
Something like this. Please do not mind the marine in upper picture. He got some reduced saturation as well, but I am too lazy to redo it. Just focus on the smg :)
by goran
Jul 28th '13, 17:46
Forum: Editors, Emulation, Etcetera
Topic: HD Player Models (I think this will end up belonging here)
Replies: 144
Views: 48180

Re: HD Player Models (I think this will end up belonging her

You can complement the contrast with less saturation to get the colors back to normal.
by goran
Jul 28th '13, 15:39
Forum: Editors, Emulation, Etcetera
Topic: HD Player Models (I think this will end up belonging here)
Replies: 144
Views: 48180

Re: HD Player Models (I think this will end up belonging her

The smg's shadows lack contrast compared to the marine. Gimp like photoshop, should have brightness/contrast parametres. I would experiment with those for the smg layer. The pipe of the gun should for example be much darker, especially for the non-firing frames. The assult rifle's shadows are black ...
by goran
Jul 27th '13, 10:07
Forum: Editors, Emulation, Etcetera
Topic: Locked Sequence View
Replies: 4
Views: 2314

Re: Locked Sequence View

In shapes fusion there are several animation types to choose from for each sequence. Scenery objects are typically set to "display a random frame". Change this to "animation with 8 views" and you will get a scenery object you can walk around, just like a monster. However, if you ...
by goran
Jul 27th '13, 09:44
Forum: Mapping
Topic: Complex lighting problem
Replies: 8
Views: 3750

Re: Complex lighting problem

If you are interested, I have some ideas on how to compliment your effect with sounds. However, this discussion is best to have after you have completed your examination since it builds on the same techniques.
by goran
Jul 26th '13, 12:10
Forum: Mapping
Topic: Complex lighting problem
Replies: 8
Views: 3750

Re: Complex lighting problem

I added a platform beside the door, which never deactivates. It will activate adjacent platforms during activation and deactivation. The door and this new platform was tagged 1 (just like your lights). What happens when the tag switch is deactivated, is that the new platform will deactivate and trig...
by goran
Jul 18th '13, 14:37
Forum: Marathon Discussion
Topic: Marathon Durandal weapon/enemy statistics help
Replies: 19
Views: 10757

Re: Marathon Durandal weapon/enemy statistics help

http://webwonks.org/Marathon/Anvil/Levin/index.html
This guide may be helpful when deciphering the physics model.

From experience I know that a purple fighter takes about 3-4 pistol shots on normal, and 6 shots on Total Carnage. That may give you an idea of the scaling. At least 50% more health.
by goran
Jun 19th '13, 06:24
Forum: Mapping
Topic: I Need Some Help With Water
Replies: 9
Views: 5380

Re: I Need Some Help With Water

A liquid has a min and max height, and a control light which decides at what height the liquid is at between those min and max height values. Example given: Min height 1 wu, max height 3 wu. The light will decide where the liquid is between 1-3 WU. The light control the height with its primary and s...
by goran
May 13th '13, 05:58
Forum: Projects
Topic: Syndicate Status Report
Replies: 16
Views: 9539

Re: Syndicate Status Report

I have. It got me a job and with the money I bought a kick ass computer. Now I can play all the games I have not been able to play before. Been through SC2 and Skyrim. Lately I play Path of Exile. Johannes introduced me to it. I enjoy that game a lot. If you have not tried it, you should! ;-) It is ...
by goran
Apr 10th '13, 18:26
Forum: Editors, Emulation, Etcetera
Topic: ShapeFusion Scale
Replies: 3
Views: 1814

Re: ShapeFusion Scale

What collection are you pasting bitmaps into?
Are you replacing existing bitmaps, or creating new bitmaps?
Do you create new frames, or do you change the associated bitmaps of existing frames?
by goran
Apr 7th '13, 09:18
Forum: Projects
Topic: Hi-res M1A1 weapons
Replies: 40
Views: 22744

Re: Hi-res M1A1 weapons

Yes this is in the right direction. It looks better, but it does not look complete. More work to do ;-)
by goran
Apr 6th '13, 10:55
Forum: Projects
Topic: Hi-res M1A1 weapons
Replies: 40
Views: 22744

Re: Hi-res M1A1 weapons

Here go my thoughts:
by goran
Mar 31st '13, 15:39
Forum: Artwork and Music
Topic: Gorans Highres Infinity Textures
Replies: 338
Views: 184321

Re: Gorans Highres Infinity Textures

It is not exactly the same. You can still experience artifacts between two rounded corners if the difference is high enough. The smooth tool should get rid of it, but it is not guaranteed that the result will be exactly as you had imagined it. I prefer to calculate the slope and then apply it with t...
by goran
Mar 30th '13, 20:55
Forum: Artwork and Music
Topic: Gorans Highres Infinity Textures
Replies: 338
Views: 184321

Re: Gorans Highres Infinity Textures

I have found a way to get rid of the bump map artifacts without lowering the contrast. Basically I introduce more lines between steep areas. 1-3 lines depending on difference. This will create a slight slope instead of a 90 degree turn.
by goran
Mar 10th '13, 11:31
Forum: Artwork and Music
Topic: Gorans Highres Infinity Textures
Replies: 338
Views: 184321

Re: Gorans Highres Infinity Textures

I have changed my mind. I will still work with 512x512. 1024x1024 takes too much time...and as far as I am concerned, this is good enough.
by goran
Mar 8th '13, 16:36
Forum: Welcome
Topic: Great stuff here
Replies: 10
Views: 7269

Re: Great stuff here

If you can ignore the extra time it takes to switch between draw mode and visual mode, the new combo of tools are much better than forge. The tools in weland are identical to forge's. Identical or better. Some tools have been improved upon. There are no polygons limits . Forge is limited to 1024. Vi...
by goran
Mar 4th '13, 17:20
Forum: Marathon Discussion
Topic: Theory Question
Replies: 7
Views: 3254

Re: Theory Question

What does SO stand for?
by goran
Feb 28th '13, 20:05
Forum: Marathon Discussion
Topic: What made Marathon great
Replies: 21
Views: 10358

Re: What made Marathon great

Graphical design, atmosphere, pfhor, and physics/weapons is what makes me love the marathon series. I like the story, it is good, however I think they missed out a lot on pfhor history/religion. It would have been interesting to learn more about the "enemy" :)
by goran
Feb 24th '13, 16:14
Forum: Marathon Discussion
Topic: Marathon: Durandal speed-run in 34:55
Replies: 18
Views: 8052

Re: Marathon: Durandal speed-run in 34:55

I am very impressed by your run. The grenade jumping was awesome in the truest sense of the word. How long did you train to accomplish 0:34:55?
by goran
Feb 20th '13, 22:16
Forum: Marathon Discussion
Topic: Updated Vidmaster's Challenge, anyone?
Replies: 8
Views: 3682

Re: Updated Vidmaster's Challenge, anyone?

http://simplici7y.com/items/statistics-lua

Use this, and let me know what you get on a level.
by goran
Feb 20th '13, 19:26
Forum: Marathon Discussion
Topic: Updated Vidmaster's Challenge, anyone?
Replies: 8
Views: 3682

Re: Updated Vidmaster's Challenge, anyone?

John Sumner is a real vidmaster. Much respect to the man. Let me say for the record Jorge that I agree with everything you say. I have never, ever stated that I thought a "fists only" film was an entertaining film to watch. In general, it won't be. As I have said before, each person has to...
by goran
Feb 20th '13, 07:08
Forum: Artwork and Music
Topic: This Looks Like S'pht
Replies: 4
Views: 4654

Re: This Looks Like S'pht

This is pretty cool, but you are not there yet. You need to work more on the shoulders and the cap. Your shoulder part is way too flat. I think your best shot is to build them up with surfaces (instead of solids).
by goran
Feb 17th '13, 16:23
Forum: Marathon Discussion
Topic: Rubicon X: Gators of NY -> Hex Level 73
Replies: 18
Views: 7324

Re: Rubicon X: Gators of NY -> Hex Level 73

The R&D log about slowing down the invasion on pfhor prime, coupled with Lysanders defensiveness about Salingers private sector, should ring an alarm bell. I interpreted Lysanders message about the situation being under control, as an attempt to get Durandal to teleport you off Salinger, before ...
by goran
Feb 14th '13, 18:39
Forum: The Pfhorums
Topic: Editors Forum Suggestion
Replies: 4
Views: 7354

Re: Editors Forum Suggestion

I do not agree with Crater Creator. Let me explain why. WeirdoYYY only ask for sub sections in the editor section. He does not ask for all sections to get sub sections. The editors do not share ground. They are specific in their application. If one has a question related to Weland, one will not like...
by goran
Feb 11th '13, 18:44
Forum: Artwork and Music
Topic: Gorans Highres Infinity Textures
Replies: 338
Views: 184321

Re: Gorans Highres Infinity Textures

Im back in business.

Next up:
Update the Jjarro Set with Bump maps like the water and lava set.
Textures that I rework will be redone in 1024x1024.

Below is a preview of a new version of texture 26 (It is not finished yet). You can see more "dirt" on this version compared to the old one.