Big Thanks to Snarkpit.
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Re: Big Thanks to Snarkpit.
Posted by KoRnFlakes on Tue Jan 6th at 11:52am 2004


You very much deserve it m8. I wish you the best of luck. I knew you had it in you, go show them how its done tbh.

[addsig]




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Re: Big Thanks to Snarkpit.
Posted by ReNo on Tue Jan 6th at 1:23pm 2004


Well done mate, its great to see folks getting into the industry, and its really nice to have them say "thank you" to their roots once they get there Best of luck to you mate, you deserve it! [addsig]



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Re: Big Thanks to Snarkpit.
Posted by Myrk- on Tue Jan 6th at 2:12pm 2004


Well done m8!

Don't forget to point your boss to the snarkpit when the mapper supply runs low in the company

[addsig]




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Re: Big Thanks to Snarkpit.
Posted by Finger on Fri Jan 16th at 12:44am 2004


Hallo everyone.

Just wanted to give an update on my new job. I can sum it up in one word.

AAAARGGG!!!

My god, I didn't realize how efficient Hammer was, until I was forced into another editor. The first week, I just read design docs, engine specs, and familiarized myself with the editor (Dedit). The game is being built on the Jupiter engine (tron 2.0, NOLF2).

Talk about a far step from Halflife, although, there are alot of similarities. The main difference, is where and how objects are build. Most of the architecture, and terrain is being built in 3dsmax (luckily, I know it). Instead of targeting a polycount of 800-1200 max, I am working on terrain alone, that reaches 8000 polys. f**king wow! I almost don't know what to do with all the new possibilities. Animated skyboxes, in which you can render 3d objects, Super high poly counts, huuuuuge levels. It's a bit overwhelming. If it wasn't for the shoddy editor (evil Dedit), I'd be blowing and going.

This week, I focused on starting terrain development; first creating it in a program called Leveler (pretty cool), then importing it into Max, and optimizing it to hell....then finally getting it into the editor and the game, where I battle the ridiculous texturing setup with Dedit.

This is quite a challenging job....thank god I love it.

The guys I work with are all cool, and they fire up the LAN at lunch and after work, mainly playing Unreal and BF1942. I'm working to get em hooked in HL, but that's a battle in itself.

Till next time.





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Re: Big Thanks to Snarkpit.
Posted by Tracer Bullet on Fri Jan 16th at 1:01am 2004


Sounds awsome dude. it's suprising to me that a newer more capable engine would have such a s**ty editor. [addsig]



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Re: Big Thanks to Snarkpit.
Posted by Cassius on Fri Jan 16th at 5:30am 2004


Congratulations my good man - but always remember not to waste a single polygon no matter how high your limit is.

[addsig]




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Re: Big Thanks to Snarkpit.
Posted by Finger on Fri Jan 16th at 5:53am 2004


Wise words Cass. Coming from Halflife design, has sure instilled that philosophy in me. That has actually made it difficult for me to just jump in and start concepting these levels. I'm not quite sure, yet, where the boundaries are.

Actually, I don't think the owner of the company knows the boundaries of this engine....he is fixated on pushing the envelope. My one big concern, is that when playtest time comes, we will be looking at serious frame-rate issues. Who knows, maybe I'm just freaked out with such a polygon allowance. We will see soon enough.

I know this is a risky business for a new company, full of green artists. No matter the outcome of this game, I am grateful as ever to have this chance to learn, and do something that truly interests me for a living.





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Re: Big Thanks to Snarkpit.
Posted by mazemaster on Fri Jan 16th at 7:09am 2004


Wow, nice. Show 'em what leveldesign is all about. =)





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Re: Big Thanks to Snarkpit.
Posted by KoRnFlakes on Fri Jan 16th at 9:08am 2004


[addsig]




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