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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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Mod = Client
#9740 posted by Blitz on 2006/01/11 02:39:03
[nt]
^^
#9741 posted by Blitz on 2006/01/11 02:41:09
Argh. Misread my own post. Fuhquake is the client, Nehahra is the mod.
Re: Comments
#9742 posted by than on 2006/01/11 04:21:38
Blackdog: Fair enough. I know some people hate this sort of design, which is why I have included the link to d/l the images separately. However, I the idea is that the person viewing the images is supposed to look through them all, hence there are only next and previous buttons, and the images are grouped into sets as a way of sorting them more for me than the user. This site is supposed make sure the viewer (someone in an office, probably using a fast connection) looks at the images as I intended them to.
If I was setting up a public gallery of images then I would certainly take heed of your advice.
I forgot about the inability to right click and open links in a new window :( However, it's not as bad as flash imho. Flash is the scourge of the net. Anyway, I might have a look and see if I can get the ability to browse in parallel in there, since it would be useful in comparing images.
Ankh: Sorry, the images are all precached, so that's what was happening. All the images used by the gallery are loaded in advance so that there is only a short delay when advancing to the next image. The site still works if you hit the stop button and then use the navigation buttons as normal, although Opera won't display the status bar for some reason.
Speeds: Yes, it's low poly. That scene is 20-30k tris, which is about average for environment art afaik.
Sniper Elite is a fuckin abomination of a game (perhaps that is pushing it a bit far, but I don't like it). I hated working on it, and the claims made by those in positions of power at the company claimed that it was a realistic interpretation of wartime Berlin. Actually, it was a semi-realistic interpretation of streetmap.de. The pictures on my site are from something that I was making that was not used. Actually, it was based on the Hackenhofe Market, and was a fairly accurate recreation. You should have seen the previous version of it that I was given to "tidy up". Seriously...
After Sniper was released and it got good reviews and positive comments from users, I was so taken aback that I thought maybe something had changed drastically. I grabbed the almost impossible to find and not available on the Rebellion homepage demo and installed it. It's almost exactly the same (but marginally improved, believe it or not) as when I last saw it when it was in development.
Also, you might be interested to hear that the game won the TIGA game of the year award. The owners of Rebellion are founding members of TIGA. I find that a little suspicious :)
Blitz
#9743 posted by Kinn on 2006/01/11 05:11:27
I haven't tried Marcher in coop - the spawning would be kinda broken i'd imagine.
QExpo Big Push?
#9744 posted by than on 2006/01/11 05:31:02
I know that nobody has officially announced anything this year, but since there seem to be so many big, unfinished Quake projects sitting lying around on peoples hard drives, how about we all really make a special effort to push them out by QExpo, eh?
Maybe it seems a long way off (what, 8 months or something) but time can really fly by. I have an sp map in the works now, and I'm either going to expand it into a multi-map pack, or release it when it's done and start a new level or set and release by QExpo. That is my promise - I will have something to release during this years QExpo, and possibly something before too. I hope others will join me and try and get a project finished (either new or incomplete) done for QExpo.
Or maybe I'm just imagining all these unfinished projects. Travail, Rubicon 2, Tyrann's big level, CZG_Hate, APSP2/3, SOE: Indian Summer, Glassman's Nehahra pack, Obscurus... I think there are more
Qw Coop
#9745 posted by Spirit on 2006/01/11 05:34:51
nor marcher neither bastion worked for me and my friends :(
Nothing Is As Bad As Flash
#9746 posted by BlackDog on 2006/01/11 05:42:52
Don't get me started on how fucking crap even well-designed Flash sites are.
Than: OK, I can understand that. You might take a look at this, though: http://www.jonjones.us/2005/10/your-portfolio-repels-jobs.html
Than
#9747 posted by bambuz on 2006/01/11 05:52:48
ffs, put good images first. Now there's two almost similar shots right in the start?!! Delete the second one alltogether. Only later on when you actually read the tiny text of "next set" or click it by accident, you hit good stuff. :)
I don't need any thumbnails, they are just annoying since I anyway open all images (unless they are huge or extreme quality).
But you've got nice stuff there really.
Than2
#9748 posted by bambuz on 2006/01/11 06:00:21
yeah, why just not make it clicketyclick through all the images without any layers gimmicks etc... a 5/12 etc number indicator would be good if it's super-easy to code though, since then it's easier for you to go back to a good image if you remember the number.
Than
#9749 posted by Ankh on 2006/01/11 06:18:37
Great idea! But I guess I won't have the time to make any new maps this year. I will become a father in few days :)
Weeeeeeeeeeeee
#9750 posted by Spirit on 2006/01/11 06:41:48
Congratulations! :)
Let's Wait
#9751 posted by Ankh on 2006/01/11 06:49:14
until it happens :)
Oh.
#9752 posted by Shambler on 2006/01/11 07:07:13
Just had a look at Than's portfolio page.
Absolute rubbish, I would call it a triumph of form over function, except the form itself is pretty bland. The only thing that could make it worse is using F***h.
There are many things wrong with it as people seem to be pointing out, but the most prominent ones for me were:
- too big, horizontal scrolling, unneccessary vertical scrolling.
- blanking out the usual link destination in the IE window.
- menu items all over the page.
- no idea where the links are going
- no indicated order to the portfolio
- no information provided
Basically I was clicking on links with no idea whether I was being taken to a same-game map, a different-game map, a set of screenshots, a map page, a game page, a download link or anything. You seem to have designed it to be as user-irritating as possible, well done ^_^.
OK Now I Think You Are Being Mean To Than :(
#9753 posted by czg on 2006/01/11 07:15:16
I liked the page...
Or
#9754 posted by . on 2006/01/11 07:25:28
You could get Vondur to design it.
Than
#9755 posted by gone on 2006/01/11 07:27:02
Environment art - you mean its not the geometry used in game maps? Cause from shots rouge leader maps look more like ~2-5k poly
If its game-related works portfolio, would make sens to provide pics of how it actually looked in game, not just the mesh. And did anybody mention your site is a dilup killer?
AFAIK some ppl like Sniper Elite, cause oddly enought humans like to errm... snipe.
But hero dressed as nazzi (but not German?) killing Soviet soldiers in Berlin? It like a game by neo-nazzis or what.
Bambuz: Er, That's The Hidden Feature...
#9756 posted by than on 2006/01/11 07:27:33
maybe it shouldn't be hidden, but if you click on the main image, it goes onto the next one, regardless of set, so you can navigate the whole lot by clicking the main image until you get to the end.
The similar shots are there because 1. I like them and 2. The first few shots are supposed to be how the player enters the wreck - maybe I should put a shot of inside the engine that the player walks through to make it more obvious?
The image number idea is a good one. Maybe I will see if I can quickly put that in, along with the ability to open the image in a separate window, and made it more obvious that you can go through all the images just by clicking on the main one.
By the way, Blackdog, I read that page you linked and after making the changes earlier I think that have followed almost every rule written. Seriously. It's not as badly designed as you think considering the purpose of the site.
There are improvements, sure, but I think it's a good start, and I don't need to change it too much. If it doesn't help me get a job, then I'll make a new one, and be more aware of all the suggestions people have made for this one.
Anyway, thanks for the comments, everyone. Your responses have been really helpful.
Ankh: Well give that kid a keyboard and mouse! Teach him or her to map! I wonder how truely awesome someone could be at mapping if they started before they could walk.
Hmm, then again, imagine how antisocial they might turn out.
Anyway, good luck with the birth.
Than
Good then, if people viewing that site already have your resume, then it makes sense to omit it there - also the precaching is not a big deal then, since the ppl visiting that site will most likely have a big-ass connection in their offices.
Best of luck with your applications!
Speedy
#9758 posted by than on 2006/01/11 07:36:21
The shots of Rogue on the net are ANCIENT. I'm surprised that Rebellion haven't released a few more. Anyway, some of the maps look higher detail than others. There is a map in a forest that is afaik 50k+ polys on screen for the env alone.
We used to have really stupid poly limits on Dredd (4-8k polys, which used the same engine, but a much older version of it. These days the tech at Rebellion is actually pretty decent, and the tools are REALLY good (if you like Max for modelling).
As for sniper, I found that occasionally it is ok, and at least the sniping aspect is quite satisfying, but overall it feels really second rate and devoid of polish.
Graphically it is horrible, although there are one or two nice areas and touches in the game. 95% is really quite hideous though :(
#9759 posted by gone on 2006/01/11 07:39:36
now make site flash-based
just to piss off shambler :)
Btw
#9760 posted by gone on 2006/01/11 07:41:45
I didnt know ps2 can chew that much
atleast most ps2 games look fairly low poly
Speedy 2
#9761 posted by than on 2006/01/11 07:43:32
I forgot to reply to your comments about my stuff.
1. No in-game pics because I don't have the games I worked on, and in some cases I don't have the textures for the mesh I created. Rendering and photoshopping at least makes the images look good (imho).
Also, have you SEEN some of the games I worked on? Seriously, do I want to put images like that on my portfolio, or do I want to make the images look nice and presentable. Also, I think highlighting the work that I did is easier this way, since if I take a shot from the game, there is a lot of art that I didn't create.
Anyway, the wireframe images are there to hide the max+ps flash and show the stuff that I actually made at work, as well as showing that I can actually build tidy and efficient mesh.
2. Yes, it's a dialup killer, but it's intended to be looked at by people who are working in offices with fast connections. It's possible to hit stop and continue to browse the site normally, with each image loading as you navigate through them. I just wanted to minimise the delay for the people that will actually be considering employing me.
Btw
#9762 posted by than on 2006/01/11 07:51:29
god, I am really spamming this thread today. Sorry...
Some ps2 games look amazing. I don't know if this is because they have great tech, or just really good assets. The PoP games for instance, and God of War are examples that spring readily to mind.
PS2 can push a lot of polys, but it has very little memory, so you can't texture those polys with many textures. Either that or you can't have large textures.
Than
#9763 posted by Shallow on 2006/01/11 07:55:58
Pretty much what everyone else said about the portfolio - a bit big, it's rather overdesigned, simpler would be better. Not that I can talk because mine is certainly a big pile of overdesigned arse and badly needs rebuilding, as well as updating.
Where are you going to be applying for jobs by the way, back in the UK or in other exciting parts of the world?
Than
#9764 posted by mwh on 2006/01/11 08:03:39
Did you overlap with Matt Newport at rebellion? Small world and all that.
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