Quake II Lost Marine Mod for Doom3
"Work Ethics
The way I like to work, and is a more efficient way for me, is to have full focus and concentration on my tasks at hand. Most of the time, I'll usually be wearing headphones, listening to Trance music. This has a profound affect on me when I'm designing. Fast paced music influences my fast paced developing nature, thus making my productivity quicker. Being constantly interupted during ones work doesn't ammount to letting one focus on their tasks. This breaks the creative/productive cycle or mode if you will that the person is in. An email will suffice unless it's extremely important."
LOL you fucking spaz, get the fuck out
The way I like to work, and is a more efficient way for me, is to have full focus and concentration on my tasks at hand. Most of the time, I'll usually be wearing headphones, listening to Trance music. This has a profound affect on me when I'm designing. Fast paced music influences my fast paced developing nature, thus making my productivity quicker. Being constantly interupted during ones work doesn't ammount to letting one focus on their tasks. This breaks the creative/productive cycle or mode if you will that the person is in. An email will suffice unless it's extremely important."
LOL you fucking spaz, get the fuck out
Idiot.Kiltron wrote:Jealous haters, that's all, nothing more. Illiterate ones too, that's the worst kind.
I'm gonna wake up tomorrow, continue working on the mod, my commercial project, get paid, and not remember a damn one of your names.
Life is good!
Yep I'm a poser alright. Sucks to be me.
Halted my download when I read this.
Nice little gem i found here:
Notice the underlined bit.
About Me
Born 4/12/74 as Thearrel McKinney Jr., though I am actively known throughout the gaming community as the designer Kiltron. I have a strong passion for creating video games, and I strive to provide the best gaming experience within my work. My goal is to make everything I put my work in as visually stunning, and as fun as can be. ...
Notice the underlined bit.
I'm under the assumption that you are just out for a buck...
See below for reasoning:

Do you indeed?
See below for reasoning:
Kiltron wrote:I've proved my point, ahcieved my goal, gotten my hardware feedback, and collected my paycheck. You guys can post I'm an asshole all you like. It's been entertaining as usual.
I'm done here.

Kiltron wrote:I strive to provide the best gaming experience within my work.
Do you indeed?
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- Joined: Mon Jan 24, 2005 10:14 pm
Haha using the old "I'd like to see YOU do better" trick. It doesn't take a professional game designer, or even a mediocre mod maker to know that you're being an idiotKiltron wrote:Hey guys, I'm interested in seeing the kind of work you do. Can you give me links to your portfolio? I'm interested in bringing in some new talent.
Just to prove a point.
Here is your skin, in its original form:

Now then, bearing in mind that the the way the UV has been unfolded (Read: Badly), I haven't been able to do much with this. You should always try and keep the model to as few pieces as you can, and the way some of this has been unfolded will create countless seams on the mesh in-game once textured.
Now then, like I said, bear in mind this this is JUST moving your UV points around. You haven't lost ANY texture detail, at all. What I've done is cut it up into 2 pics instead of 1. And the first pic, it can be half the original res height ways if you shift it around more.
Now, remember that an optimized UV map would be able to get probably half of this even STILL. But, i had to work with your original UV points just to show you how it could of been done.
Here are my takes (Same resolution, same detail as the original, but look how much space is saved)
Bear in mind this is just under 5mins of moving stuff around, no improving the mesh, no nothing else. 5mins of work, compared to your "week" of cleaning it up:


Here is your skin, in its original form:

Now then, bearing in mind that the the way the UV has been unfolded (Read: Badly), I haven't been able to do much with this. You should always try and keep the model to as few pieces as you can, and the way some of this has been unfolded will create countless seams on the mesh in-game once textured.
Now then, like I said, bear in mind this this is JUST moving your UV points around. You haven't lost ANY texture detail, at all. What I've done is cut it up into 2 pics instead of 1. And the first pic, it can be half the original res height ways if you shift it around more.
Now, remember that an optimized UV map would be able to get probably half of this even STILL. But, i had to work with your original UV points just to show you how it could of been done.
Here are my takes (Same resolution, same detail as the original, but look how much space is saved)
Bear in mind this is just under 5mins of moving stuff around, no improving the mesh, no nothing else. 5mins of work, compared to your "week" of cleaning it up:


Now i know your going to come back and say "is that all, thats stupid, i wont bother for something so small" but your forgetting that the "small" space saver is actually improving performace. Your forgetting that "small" space saver is actually going to allow you to increase resolution and add detail.
Remember your UV is horrid, and nobody would EVER be able to skin it nice. I'm amazed Kman did it as well as he did, its truely crazy.
So, if you had a decent unwrap, not only could you INCREASE detail, but also INCREASE performace...
See.
I rest my case. however I predict for some witty come back as to why you know better.
Remember your UV is horrid, and nobody would EVER be able to skin it nice. I'm amazed Kman did it as well as he did, its truely crazy.
So, if you had a decent unwrap, not only could you INCREASE detail, but also INCREASE performace...
See.
I rest my case. however I predict for some witty come back as to why you know better.
Last edited by o'dium on Sun Aug 14, 2005 11:16 am, edited 1 time in total.
I've only seen screenshots of this and I know nothing about making computer games, but surely if you optimized things like textures, you'd be able to spend the freed-up resources making the game look like less of a piece of shit?Kiltron wrote:Nothing witty, but honestly what does this prove? All it proves is that the skins "can" be optimized. But, why try to prove this when I never said they couldn't be? I as well as everyone else here knows they can be. So how is that though, seeing how much I can throw at a 6800-7800?
Optimizing is defeating the purpose of the mod. Maybe you will eventually understand I'm not trying to do this and quit trying to justify I'm wrong and you're right, or that I'm stupid and you're not.
In short, all you're stating is because I haven't optimized the skins, I don't know what I'm doing, and everything is done poorly. Unfortunately, I do know exactly what I'm doing, that's why the mod is currently online and doing exactly what I aimed for it to do.
So where am I wrong?
No offense intended, because you obviously aren't a professional, so your effort is commendable. But in all honesty the game does look like a polished turd.
You say you aren't optimizing because you want to see how much you can throw at a 7800, but if you did optimize, you'd be able to throw even more at it! From my point of view, you look like an idiot, but then I'm probably just jealous of you or whatever you said to the other guy earlier.
In other news, heres an early WIP shot of a Door I'm working on...

This level IS aimed at highend hardware, because its a techmap, but guess what, its optimized as well and runs nicely on my hardware
I'll also release a lower res texture pack for people to still check out the level but with lower memory needs (Becuase these textures are at 1024x1024, a high ers, but good for a tech map)

This level IS aimed at highend hardware, because its a techmap, but guess what, its optimized as well and runs nicely on my hardware

Why make textures even as big 1024x1024 for doors?
It's not like the vast majority of people even run their game at above 1280x1024, and that's pushing it. Models I can understand, because there's bits not onscreen.
But really, 2048x2048 for a quarter of a model?
Games like that won't even be played at 60fps within the next year or so, even, with that kind of ignorant game design.
And by then there'll be better engines to code for, no?
edit: ick, redundancy
It's not like the vast majority of people even run their game at above 1280x1024, and that's pushing it. Models I can understand, because there's bits not onscreen.
But really, 2048x2048 for a quarter of a model?
Games like that won't even be played at 60fps within the next year or so, even, with that kind of ignorant game design.
And by then there'll be better engines to code for, no?
edit: ick, redundancy