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Argoon Jan 21 2015, 10:31pm replied:

Just click on the installer it will install automatically, if that for some reason does not work then just unzip the exe and copy the folder to the HL2 mod's folder, then just restart steam.

+1 vote   mod: Silent Hill: Alchemilla
Argoon Jan 19 2015, 9:10pm says:

Sad to fatal is gone but i loved Onirica and i didn't knew it was yours, congrats.

+2 votes   article: Fatal is canceled
Argoon Jan 13 2015, 6:38pm replied:

sorry for the extremely late reply but i was very busy and then forgot about this, did what you said and the performance jump was considerable so yes the "pretty water" is to blame here.

+1 vote   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Dec 23 2014, 10:17am says:

merry xmas and happy new year to you to.

+2 votes   article: Merry Christmas and a happy 2015!
Argoon Dec 14 2014, 9:49pm says:

Fantastic!!! A true Silent Hill trailer

+3 votes   media: Alchemilla Trailer
Argoon Dec 3 2014, 3:42pm replied:

yes but in real life shadows are not pitch black they have bounced light from the environment so a real night vision mode does make shadows less dark, you could apply a extra ambient light to the level to make shadows less black when the goggles are on and hide it when they are off, don't know if this is doable on the stalker engine tho. You could also if possible use a post process shader that mimics the photoshop levels.

+1 vote   media: New IR & Infrared PPE effects
Argoon Dec 2 2014, 6:21pm says:

Looks cool but what purpose does they have? None of the visions really helped you much (in the video) a shadow was still pitch black no matter what vision mode you used.

+1 vote   media: New IR & Infrared PPE effects
Argoon Dec 2 2014, 2:00pm says:

Nice i'm really not a fan of the post processing effects that make your vision narrower but is nice to know you can disable them all, about the rest is just fantastic i like the world you are producing there.

+6 votes   media: V2 progress... it's coming, God willing
Argoon Nov 12 2014, 7:41pm says:


+2 votes   game: Scrap Mechanic
Argoon Nov 7 2014, 8:50pm says:

Very nice continue doing a excelent job, you have a fan in me.

+1 vote   media: Inflitrator
Argoon Nov 5 2014, 7:36pm says:

I do add two crashes on level change but you guys already knew that.

+4 votes   article: About the game problems
Argoon Oct 23 2014, 5:01pm replied:

By browsing the forum link that you gave me for AMD and darkplaces problems something came to my attention, it seems the water maybe the culprit here, in the forum they say the "pretty water" on darkplaces rapes AMD cards. And you have a small water pool in the exact place that is causing the extremely bad performance for me.

+2 votes   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Oct 22 2014, 10:26pm replied:

Hum, Thanks for the suggestion but even with crossfire disabled performance is still very bad, do you have a Nvidia GPU, what is your fps's when looking to the center of the room? It could certainly be a combination of an AMD OpengL driver problem with your game, plus the fact that you have, imo, to many shadow casting lights, visible at the same time when we look to the center of the room, i counted a total of 6 that is overkill, for example when i look to the corners where you have a single light, performance jumps considerably from 8 fps's to more than 40 fps's. Please don't take this wrong but you should not have more than 4 shadow casting lights visible per frame, you should also be careful with overlapping light volumes, i know this because i'm modding the idtech 4 engine and this engine is very similar, if you enable the r_showoverdraw command and look to the center you will see what i mean.

+2 votes   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Oct 21 2014, 8:32pm says:

Nice waiting patiently. :)

+2 votes   article: News about Halloween release date
Argoon Oct 21 2014, 8:30pm says:

Looks very nice good job, i just hope to see some real gameplay someday. ;)

+1 vote   media: Leaked OverDose Early Alpha Gameplay Sort Of Stuff
Argoon Oct 21 2014, 8:16pm says:

Performance very bad on my PC when looking to the center of the room where the tree and the water is. Literally 5 fps's or less.

System - Radeon HD5770x2 , corei7 860 2.8GHz, 8Gb DDR3 dual channel NBF 2407.5MHz, ASUSTeK P7P55 WS , SoundBlaster Audigy 4, Win7 X64
Driver - Catalyst 14.4, w/stock settings.
Sreen res - 1920*1080

+2 votes   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Oct 19 2014, 11:15am replied:

The problem like i said is not visual difference even tho you will find that some more advanced effects like Parallax Occlusion Mapping and others do not work with SM1.1, the problem is that SM 1.1 shaders are so old (like i said SM 1.1 is dx7/dx8.1) that GPU makers don't care about anymore, so driver support will be hit and miss, especially on more modern GPU's. Your GPU supports SM 2.0 and if it runs well then use that path instead because that is dx9a or dx9b, SM 3.0 is dx9c and GPU makers still support it well. By doing so you will have two benefits, first assurance that GPU makers will still support your game on their drivers, and the ability to implement more advanced shader effects if you so desire.

+1 vote   media: spot the difference
Argoon Oct 17 2014, 7:18pm replied:

All GPU's on the market now support at least SM 2.0 and above even the very inexpensive ones locking your mod on SM 1.1 you are just cutting yourself short and GPU makers aren't supporting so old shaders on their new drivers (that means they don't solve bugs if they brake the shaders), SM 1.1 is dx7/dx8, SM 2.0/SM 3.0 is dx9a and dx9c respectively, by supporting SM 2.0 and SM 3.0 you are not only supporting all GPU's and OS's as well, but making sure your mod will be more modern and supported for longer.

+1 vote   media: eight million polycount
Argoon Oct 17 2014, 10:34am says:

Why are you running at shader model 1.1? Is your GPU that very old?

+1 vote   media: eight million polycount
Argoon Oct 2 2014, 6:26pm says:

No problem on my part take your time, also fantastic to know Frictional is willing to help you guys.

+3 votes   article: News about release date
Argoon Oct 2 2014, 6:22pm says:

Sad to hear that you are cancelling the game but saying that is because Crysis 1 engine, Cryengine 2, is ancient is just crazy talking, i consider ancient engines the Unreal 1 and Quake 1&2 and old the Quake 3 and Unreal 2 engines for example, Cryengine 2 is by no means imo a ancient engine, not even Cryengine 1 is to me ancient, perhaps a little above old. You also don't need a very recent engine to make a successful game, for example Cry of Fear was made using the gould source engine (Half Life 1) and was a very successful game gaining prizes and has a big community making missions to it.

+7 votes   article: Triptych Formally Cancelled
Argoon Sep 29 2014, 7:02pm says:

Fantastic work, and the end of the video made me laugh. hehe :D

+2 votes   media: Mafia Titanic Mod - 8 Years in the making
Argoon Sep 19 2014, 8:04pm replied:

Fantastic will download right away, about the PC problem i also had something similar one time and that is why you should have the files saved on something like dropbox or external HD.

+1 vote   mod: Blade Yautja
Argoon Sep 12 2014, 1:26pm replied:

That is right but i bet that LS3D does have some nice optimization tricks of its own, if not how was it able to render a large city full with AI cars and people without almost no loading screens. ;)

+1 vote   media: Mail rack
Argoon Sep 12 2014, 1:08pm replied:

That is sad to know about the 64bits OS problems, but i still don't know what you mean by absolute pitch black transparent, does LS3D use alpha maps by the means of a black and white image where black is transparent and white is opaque? Perhaps you are referring to the lack of alpha blending where instead of only a black and white texture you can also have a grayscale one? The jagged edge you are referring to is a black outline around alpha images? If so use this trick to get rid of the problem just extend colors in the texture outward into transparent areas by one pixel (or more).

+1 vote   media: Mail Hold finished
Argoon Sep 12 2014, 12:44pm says:

I just want to know one thing, are those skeletons walking? And if not how could they still be upright and on one peace, after the soft tissue goes away, like tendons, there's nothing keeping the bones attached, so they should never stay like that, if you are going for realism that is.

+1 vote   media: Dark swamp
Argoon Aug 28 2014, 11:40am says:

Nice :)

+7 votes   media: Just screenshot
Argoon Aug 18 2014, 10:38am replied:

Decals are just a plane with a alpha mapped image some units above the surface, so if you used that trick before there is nothing preventing you from using it again. To solve Z-fighting just move the plane up some more units, it will solve the problem, about the alpha map issues, what are they? Doesn't LS3D support it well?

+1 vote   media: Mail Hold finished
Argoon Aug 16 2014, 2:24pm replied:

I'm experiencing extreme difficulty even at easy and without any other mods, this is not oldschool hard difficulty like you said above not even Doom was this hard, is also very hard to haim for the head when almost all weapons at the beginning are not very accurate, also why make the jaffa so hard to kill if on the TV series they were not, for example on the TV series a zat gun kills after 2 shots on this mod it only kills after 4 or 5, same case with the human weapons, effective against their armor on the series on this mod we are lucky if we don't spend all our ammo trying to kill a single jaffa. And not to talk about the Abydos boss that one made me rage quit the mod, why did you guys disabled quicksave on it by the way?

+2 votes   mod: StarCry
Argoon Aug 16 2014, 11:03am replied:

Why does the engine version have any say on the recoil? Isn't it something that you animate in a external 3D tool?

+1 vote   media: Sten Mk.II Animation Preview
Argoon Aug 14 2014, 5:14pm replied:

That is not good advice, you should always optimize your models no matter if the engine is new or not, now a days hardly the limiting factor for the number of polygons a model can have falls on the engine, that was only true on older (2000/2001) engines, the true limiting factor now is the user hardware (GPU, CPU and RAM), so if you don't want your game to be playable only by the greatest and latest PC's hardware, then you should always optimize your models the most you can, without sacrificing visual fidelity of course, use the polys where they matter the most.

+1 vote   media: Mail rack
Argoon Jul 14 2014, 2:59pm replied:

The problem with performance on original idtech 4 lights was not the brightness of them was lights intersecting with each other, because lights make the geometry render every frame for light boundingbox, two lights intersecting each other chining on the same geometry would make it render two times in a frame, so you needed to be very careful with that, does the somewhat darker environment of Doom 3. But if you plan your lighting well (no more than four lights visible per frame) and make use of ambient lights then you can make a bright environment that performs well.

+1 vote   media: Reception
Argoon Jun 15 2014, 11:43am says:

Very nice indeed.

+3 votes   media: Penny Dreadful 2: All The Way Up Trailer
Argoon May 30 2014, 11:09am replied:

Why? It would make sense if gasoline or any other fossil fuel based combustible was missing, they are hard to obtain, but Gunpowder is a relatively easy chemical to make.

+1 vote   media: turret models in game
Argoon Apr 26 2014, 1:39pm says:

On this image the gun is taking to much screen screen space, i hope this is not true for all weapons.

+1 vote   media: Places from Limansk location
Argoon Mar 19 2014, 10:05pm replied:

Just to clarify a doubt, are you saying is more scary if you have the option to fight the monsters than not have the option?

If yes i don't concur at all with you, i found Amnesia ten times scarier than penumbra because i could not fight at all. Having said that i'm certainly not against some clever ways to "fight" the monsters that do not include hand to hand combat, for example be able to loke enemies inside rooms or set traps for them to fall into, but hand to hand combat or guns is a no no to me on a true Penumbra or Amnesia inspired game.

+2 votes   media: Screenshot
Argoon Nov 16 2013, 11:34pm says:

nice but footsteps sounds are two high.

+1 vote   media: 3:00am Dead Time, Gettint the environment data.
Argoon Oct 21 2013, 7:16pm replied:

Yes Unity is a awesome engine, but imo only the Pro version deserves any thought at all, the tools are also very good no doubt about it, but to be so easy to work with, the Unity engine developers add to close the engine source access and sacrifice one thing that to me is important on any engine and game, modding support. I will even say Unity is a danger for the future of modding if everyone starts making games on it.
But as i said above if You don't care about modding and you don't mind shelling 1500 dollars for the pro version then go for it, you sure will have a fantastic engine in your hands.

+1 vote   article: Update on the project
Argoon Oct 20 2013, 8:37pm says:

Unity has no BSP modeling tools, it uses models made from 3D apps like blender, Modo, Maya, 3DMax, etc it's a totally different way of working compared to a BSP based engine like Source. If you aren't used to constructing entire levels on a 3D modelling tool, it will be strange and hard at first.
Second theres no modding support on Unity, it is easy to make games for it, because is a closed box and everything is made based on scripting exclusively, if modding is something you want for your game then stay away from it, third and more important in my opinion, if things didn't changed Unity FREE has no real time shadows support even simple characters shadows, and Beast, the light mapping tool, only bakes direct lighting on the free version of the engine, so you will be unable to make the lighting as rich has the one on the Source pics, you can of course go around that limitation by using your 3D modeling tool to bake the lighting, but dynamic objects like characters and physical objects will not interact with the baked light at all, they will be totally black. IMO if you don't want to give 1500 dollers to pay for the pro version of the engine where this would be totally possible, then just forget Unity Free and stay on Source or go for a much better engine on the free version, for example NeoAxis engine free version has everything that the paid version has minus the ability to sell games, and the tools are nice not Unity nice but near.

+4 votes   article: Update on the project
Argoon Oct 18 2013, 11:54am says:

Just make the blood more visible by giving it specular highlight (makes it look more liquid and organic) and it will be perfect, no need for a glow or even to change the rectangular form IMO.

+2 votes   media: TFO healthbar for bosses
Argoon Sep 11 2013, 4:57pm says:

Nice :)

+2 votes   media: Work In Progress - Sep 2013
Argoon Aug 5 2013, 9:15pm says:

Fantastic job guys. :)

+1 vote   media: Game Preview
Argoon Jul 16 2013, 5:08pm says:

Has always POM or Parallax Mapping on Cryengine 1 makes everything look like molten glass, have said that, on a cave is not a big problem because it looks like moisture so nice work. ;)

+1 vote   media: Work in Progress Far Cry 2010 Mod 0.16.31
Argoon May 29 2013, 4:28pm replied:

This looks exactly like the spell casting system used on Arx Fatalis so the mouse is a perfect analogue to the leap motion hardware.

+2 votes   game: Runes of Brennos
Argoon May 21 2013, 11:03pm replied:

I don't know if they add spikes or not but if you google it you will see that some depictions of them does show them with back spikes or bone extrusions. About Jurassic Park it is not a good base for scientific accuracy.

+3 votes   media: Triceratops Design
Argoon Feb 21 2013, 10:27pm says:

Thanks for the info knowing that makes me feel better now. :D

+1 vote   media: Space Restrictors - Military Base
Argoon Feb 17 2013, 1:17am says:

No problem :)

Just so you know i learned modelling with wings3D also , fantastic little program indeed, but now i use Modo 601 for 6 years to me is like wings3D on steroids.

+1 vote   media: Teh Camera
Argoon Jan 30 2013, 11:51am says:

You and the Phobos guys should work together because you work is has AAA quality has theirs.

+3 votes   media: Ship interior
Argoon Jan 1 2013, 11:32am says:

You guys are in a roll, some times back you thought it was not possible to make more with the LS3D engine, now it seams everything is possible. :D

And yes SSAO makes a significant difference to the looks of a scene, and it indeed needs to be less blurred, but if Mafia has lightmaps and it uses radiosity lighting (and you have access now to the radiosity feature), then AO should automatically be present, so does beams with lightmaps should look more pronounced and even better looking then the SSAO one, are you using lightmaps on this scene?

+2 votes   media: Enb Series graphic tweak Follow up
Argoon Dec 9 2012, 6:14pm says:

so happy seeing news from you guys and the pics look very good.

+1 vote   media: Work in progress - December 2012
Argoon Nov 16 2012, 7:34pm says:

Fantastic work can't wait to see the inside portions with all this nice treatment.

+3 votes   media: Small comparison
Argoon Nov 13 2012, 8:51pm says:

No you are not imagining things :D

Matrix always add a very green atmosphere.

+2 votes   media: Corridor
Argoon Aug 13 2012, 1:50pm says:

was able to make radeonPro work with Grimm but now it crash's every time i pick the blue vial and also when i picked up the staff. :(

+3 votes   download: Grimm Quest for the Gatherer's Key v0.2 (Win)
Argoon Aug 3 2012, 12:52pm says:

Nice work indeed , but imo make the streets more dirtier and with more stuff lying around for example cables, ropes, peaces of metal and wood, anything to give a more used look to the place.

+3 votes   media: Screenshot
Argoon Jul 4 2012, 11:25pm says:

Very good level design.

+3 votes   media: Power Hallway
Argoon Mar 18 2012, 5:06pm replied:

Bingo you got there they can't be compared i totally agree, ;) about this character of yours has i said to me is not Max Payne and will be treated like so by me if i play your mod one day, also you said that what you are doing is cool, a bet it is to you, but this is certainly not cool to me you are forcing people to play this character has Max, even going to lengths of giving it the best moveset, imo a very questionable tactic, if your concern is to be different from other mods then just give the option of changing models for your Max character, if we want to play has the original max we can if we want to experience this new look of Max we can, everybody tastes are provided everybody is happy.
Having said that i congratulate you on your work, for sticking to this game and engine and i hope to see it finished some day.

+1 vote   media: Dojo Max
Argoon Mar 18 2012, 3:43pm replied:

So you are saying that we will be forced to play with this model if we want to play has Max Payne in your mod? If true that is really not cool but is your mod and you do what you want to do but imo you should give users the option to play with the original model. Btw personally I really dislike this new Bruce Willis looking Max Payne, i will never get used to it has you said because to me that is not Max Payne at all period, is like changing batman for the watchman Nite Owl and saying "get used to it they look alike".

+1 vote   media: Dojo Max
Argoon Feb 3 2012, 9:27am replied:

Sorry but invisible barriers does hurt the experience it did to me, if you are concerned about performance then try to plan the paths and terrain in a way that doesn't make the player feel like they can go other way, use more obvious paths, prevent the player from going astray with rock/wood/plants barriers (you can disable collisions on the visible barriers to save on calculations and then use a simple invisible barrier in front and very near to the complex visible one to prevent the player for going trough ), don't use non important visual cues, like for example house models in the distance because that attracts attention and the player will want to go see what is inside.

+3 votes   article: Triptych - Chapter I is finished.
Argoon Dec 30 2011, 4:53pm says:

It looks fantastic. :)

+1 vote   media: Beach Assault - OverDose WIP 8
Argoon Dec 23 2011, 12:05pm says:

I just hope the reply is favorable. But to tell you the truth i don't think it will, if they wanted to release the SDK they would have done that before and not wait for people to reverse engineer the game files and make a somewhat working 3rd party level editor.
The game industry has now completely changed, lawyers and CO's have their say in everything and they are there for the profit not for the enjoyment, look to id software one of the game teams most open to moding that released their SDK's at the same time has their games, after being bought has now encrypted their pack files (they were simple zip files before) locked their cmd svars (they were totally opened before) and ripped the in engine level editor from their game (in doom3 just bring the console and type editor).

+2 votes   media: Letter to 2K Czech
Argoon Oct 31 2011, 2:49pm says:

Very good.

+1 vote   media: Ladder - room switching -wip-
Argoon Oct 18 2011, 5:20pm says:

Looks fantastic, waiting patiently for it.

+1 vote   article: Episode 2 trailer and other news
Argoon Aug 25 2011, 3:59pm replied:

Ok i understand, but IMO TDM is more a tool them a simple mod, the core mod is just a simple tutorial level and a levels making tool, you need to download separate fan missions to be able to enjoy it fully, so the Desura developers would have to do a special section or something just for this mod so users could download fan missions more easily. Perhaps when the idtech 4 engine source comes out they become stand alone and so this mod can be treated on Desura has a separate game with their on mod section (fan missions).

+6 votes   article: More mods for Doom 3 on Desura!
Argoon Aug 24 2011, 11:01pm replied:

Amateur update system!? Tell me what does that system have of amateur? It works well, it does what is meant to do (update the mod) and does that in a very user friendly manner, so i don't see what it has of amateur, hell some triple A teams don't have a system so well designed.
The developers are not fools if they don't support desura, the mod will not be automatically bad because of that, i would like if they did supported desura but if they don't, maybe because desura is not compatible with their update system and they don't want to ditch it, they did worked very hard on it so is understandable, I and many others will still play it because "The Dark Mod" is a fantastic Doom 3 TC and i strongly recommend it to everyone that is a Thief or stealth gameplay fan.

+7 votes   article: More mods for Doom 3 on Desura!
Argoon Aug 10 2011, 12:33pm says:

Fantastic work!

+2 votes   article: Last Compare FC & Far Cry 2010 Chapter1 (Levels Training)
Argoon Aug 1 2011, 12:58pm replied:

What games are you referring to? Blade of darkness is combo based (using key combinations) you could certainly repeat the same attack trough out the game but you can also master all the combos and change your tactics has you go along. What i like about BOD Combat is the realistic sword fighting (they used motion capture of real sword fighting), slow (but not unrealistic slow) brutal and gory. For the contrary in Blade Symphony you move very fast and unrealistically, just like they said inspired by jedi knight games, were you can do impossible moves, and there's no realistic gore, yes there's blood, but lacks limb cutting. I don't want to make this game sound mediocre that it is certainly not, is just that this kind of sword fighting is just what i don't like, but my opinion is my opinion and take it just like that.

About getting more realistic with M&K you just need to play Die by the sword, you can't get more realistic on using swords in games them what is used on this game.

+1 vote   media: Blade Symphony Kickstarter!
Argoon Jul 31 2011, 9:02pm says:

I would help you guys if this was more like Severance the blade of Darkness or even Elveon, (with realistic gory and brutal sword fighting) but unfortunately it looks like Ninja Gaiding or DevilMayCry and that type of unrealistic sword fighting is just what i don't like. But i wish all the success to your game and your team because you guys are very talented.


-2 votes   media: Blade Symphony Kickstarter!
Argoon Jul 11 2011, 9:18am says:

I like how the outside work you did looks, but i don't like the sound eco when you walk is to exaggerated.

+2 votes   mod: One Light in the Darkness
Argoon Jun 26 2011, 12:50pm replied:

Vista 64 is not so bad, but yes W7 is better.

+1 vote   media: US supply crate model update
Argoon Jun 15 2011, 12:36pm says:

Fantastic but is funny that the balloon is not attached to the boat. ;)

Some ropes attaching the balloon and boat together would make it look more realistic and cast some really nice shadows.

+3 votes   media: Dram's "Airship Side-Project" Demo
Argoon Jun 12 2011, 7:06pm says:

Fantastic work and nice trailer.

+1 vote   media: Far Cry 2010 Mod V0.15.59 Level Training Final
Argoon Jun 11 2011, 10:11am says:

"addictive and fast-paced multiplayer campaign that helped make Crysis 2 a critical and commercial success"

Crysis sold more them 3 million copy's on PC alone.

Afaik Crysis 2 so far has sold more or less 2 million copy's from all platforms combined. How can they say this game was a commercial success is beyond me.
And the multiplayer is already dying so a commercial DLC will not bring it back.

+1 vote   article: Kinect and tablet support for CryENGINE 3 Plus Crysis2 DLC
Argoon May 24 2011, 8:58am says:

Better them my model of it thats for sure. ;)

+2 votes   media: Picture of the Week 0032 - Week 19 May 2011
Argoon Apr 15 2011, 12:37pm says:

The pics look great, i didn't knew there exists a mod SDK for Mirrors Edge.

+1 vote   article: Overtime Released!
Argoon Mar 30 2011, 8:28pm says:

The gun seams like a modified AK, is a petty to have it working and have to cut it out the game because the lack of a texture, why don't you make one your self for it? Even if is not very pro is better them no gun.

+1 vote   article: A Precursor retrospective rant
Argoon Mar 11 2011, 12:16pm says:

The color is fine this is a military complex and the military are know for using shades of green or brown for all their structures and equipment.

When ZPS make some outside environments i bet they will have more colors on their pallet.

By the way the map looks nice, and is that real time shadow maps that i see ;).

+8 votes   media: Picture of the Week 0023 - Week 10 March 2011
Argoon Mar 1 2011, 10:54am says:

Yes Gert is the nº1 investor in the ZPS team and the IM game, he decided to give away some of is shares to the IM community has a mean of supporting even more the making of this great game, to get shares from him you need to buy 20 support medals or more from the ZPS store and them enter in a Transfer Agreement with him.

+1 vote   article: Uncle Gert’s “Shares for Support Medals Giveaway”
Argoon Jun 10 2010, 10:53am says:

cool indeed.

+1 vote   media: Media Update - E1M4/E1M7
Argoon May 30 2010, 12:28pm says:

Excellent indeed.

+1 vote   media: TOD (Time Of Day) and the Portal
Argoon Apr 17 2010, 7:32pm replied:

Afaik no, the engine is to old for that. :(

+1 vote   article: Severance: Blade 3D by R3D
Argoon Feb 18 2010, 6:49pm says:

The problem with your texture is the lack of highlights and specular to give a more realistic look especially the metal parts looks nothing like metal.

Give it a specular texture and up the brightness on the metal parts but don't over do it.

See this link if you don't know how to do a specular texture.

+1 vote   media: Kar98 tweak
Argoon Jan 22 2010, 5:08pm says:

I hope this kind of detail stays the same near the ground.

+4 votes   media: SIGGRAPH 2009 presentation images
Argoon Dec 7 2009, 11:35am says:

Awesome!! Maddieman i also thought the mod was dead but was not because of that guy, it was because of the lack of news, but i'm glad its still being developed.

Is Kenneth Yeung still working with you?

+1 vote   media: Super kick
Argoon Nov 17 2009, 5:30pm says:

Nice level design you sure have talent in the team, continue the good work.

+1 vote   article: Devblog #8 - The Shape of Things to Come
Argoon Oct 17 2009, 5:31pm says:

Its here you say! Them nice job!! :)

+1 vote   article: Its Here!
Argoon Sep 30 2009, 8:12pm replied:

Sorry Kouta i don't understand your question? Can you rephrase it?

+1 vote   media: Terrain
Argoon Aug 4 2009, 11:45am says:

I don't like how the model blocks the view when the enemy is in front of you, a over the shoulder cam should remedy that.

+2 votes   article: Video Update
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