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Comment History  (150 - 180 of 512)
Argoon
Argoon Apr 22 2013, 10:13am says:

You guys are showing a side of idtech 4 that needed to be shown, and that is that this engine is perfectly capable of bright and colorful worlds, ok prey also did it but you guys are a steep above that, just shows how professional your work is.

+8 votes   media: Reception
Argoon
Argoon Apr 21 2013, 9:41am says:

Ok mapping is approved, now show us enemy design. ;)

+1 vote   media: Silent Hill Town Center
Argoon
Argoon Apr 11 2013, 7:48pm says:

I seriously hope you are being sarcastic.

+2 votes   news: Deadlock 0.4.11 - We need your feedback
Argoon
Argoon Apr 9 2013, 11:03am replied:

Never but never go above 2k for anything but terrain if you want a good looking but playable game, is nice to see the small details on the 3D app but ingame very small details just become noise and the high rez texture just takes performance away.

+3 votes   media: Makarov, texturing
Argoon
Argoon Mar 13 2013, 10:50pm says:

you guys are fulling us this can't be the HL1 engine no way. ;)

+1 vote   media: Picture of the Week March 10, 2013
Argoon
Argoon Mar 13 2013, 10:48pm says:

Fantastic work on the modeling and texturing and very nice video editing.

+6 votes   media: The Titanic Mod - A deck Public places
Argoon
Argoon Mar 5 2013, 8:34pm says:

Very good job, and is nice to see for the first time something looking professional made with Adventure Maker, i hope others follow your steeps.

+2 votes   news: ASA: A Space Adventure Released on Desura
Argoon
Argoon Feb 21 2013, 10:30pm says:

Looks fantastic. :)

+8 votes   media: AKS-74U ingame, finished
Argoon
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
Argoon Feb 20 2013, 8:33am says:

Is all good and dandy but how can you make directional audio without mono sound sources? I always thought that was a giving for 3D directional audio, i certainly would not like to ear a gun shoot coming in from two directions at the same time ( two channels like stereo does). I'm all for ambient sounds being stereo but gun sounds and even character sounds imo should be mono only. Game developers are killing true 3D audio (and even hardware audio acceleration) on games so please don't be like them but try to make it sound the best and the most realistic has you can.

+2 votes   media: Space Restrictors - Military Base
Argoon
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
Argoon Feb 13 2013, 1:05pm says:

Hum now that i'm seeing the model textured, i think that using real geometry for the grate thing of the place where the display rests, is a waist of polygons, that effect could very easily be faked with normal map, and will even help on the performance on low end GPU's.

Sorry if my critics seam a little harsh but i just want to help you make your gamer better.

+1 vote   media: Teh Camera
Argoon
Argoon Feb 13 2013, 1:00pm says:

Again very nice model, the edge flow seams to be very good indeed. :)

+1 vote   media: Camera WIP
Argoon
Argoon Feb 13 2013, 12:49pm says:

Very good model indeed, i know this is not final but please don't take this critic badly, now your texturing and uvmapping skills i'm afraid are still rough around the edges, the cutting seams of your uvmap are visible, when making the texture remember to overlap 3 or 4 pixels the uv map border with the most important color you are using on that area, if is a majorly gray looking place use a gray color, if is a green looking space use that color and so on and on, be careful not to spill to other uv islands tho, also from what I've seen on your demo game and this model you also have a tendency to exaggerate your normal maps bumpiness, moderation is the key remember that, and finally don't forget to give a used look to your camera texture, scratches and some dirt on it will give it that extra realistic touch. ;) Good luck and i can't wait to see the final product in game.

+1 vote   media: Teh Camera
Argoon
Argoon Feb 12 2013, 1:58pm says:

I love free cookies when i have it but i think you guys should go commercial one day, the quality on your work is so above the initial game at lest has Nehrim is concerned that i think you guys would be a success, of course you would lose the ability to use the already made hight quality assets and maybe even the opportunity to use the Gamebryo engine, But there's good inexpensive engines out there and even if high quality assets where not possible to me the gameplay and the story is what makes your games so good, food for thought.

+2 votes   news: Feature-Presentation: Cut-Scene System
Argoon
Argoon Feb 7 2013, 10:39am says:

Fantastic, the Silent Hill vibe right there.

+4 votes   media: Walking in Fog
Argoon
Argoon Feb 5 2013, 10:26pm replied:

Yes i also add this bug right now, and i'm in no mood to start again. :(

+1 vote   mod: Insanity: Nocturnal Confusion
Argoon
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
Argoon Jan 30 2013, 11:48am replied:

The Doom 3 BFG Edition has no modding tools and the game assets are in a totally different (binary) format to the one of the original Doom 3 (text format) so no i don't think he or anyone for that matter will in the present moment be able to make mods for it or make old ones work on it. And imo the original Doom 3 with some modifications looks better then the BFG Edition.

+1 vote   news: S.T.A.R. 1088 - Q/A about this mod
Argoon
Argoon Jan 29 2013, 3:51pm says:

You guys are gods with idtech 4 this has always is AAA work.

+4 votes   media: Mall
Argoon
Argoon Jan 28 2013, 5:39pm says:

Nice work and workflow, now you said you use the marmoset engine to preview your models on how they will look on a game engine, that is good indeed the problem is that no engine is alike so what looks good on Marmoset could look not so good on Cryengine so ultimately you should always preview your models in the engine you will use them on.

+1 vote   news: Dev Diary #1 - Deforges
Argoon
Argoon Jan 28 2013, 5:29pm says:

Nice to see that you will update the the normal maps they indeed looked very excessive in their power, also from the texture files on your last demo i saw that you have the specular maps very strong you should make then darker so your materials do not look like wet surfaces or in some cases like molten glass, has you are taking inspiration from Amnesia see how they made their specular maps, it will help you a tonne.
Good luck with your game and funding campaign.

+2 votes   download: Playable Pre-Alpha\TechDemo V2 for WINDOWS
Argoon
Argoon Jan 13 2013, 10:19am says:

Fantastic.

+6 votes   media: Quick Rain Test 2
Argoon
Argoon Jan 2 2013, 10:41am says:

So a normal army beret can stop a bullet? ;)

+2 votes   media: DEV VIDEO - Weapons & Hit System
Argoon
Argoon Jan 2 2013, 10:37am says:

Thanks for the update nice to see your mod is alive. :)

+2 votes   news: Recall 2012
Argoon
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
Argoon Jan 1 2013, 10:22am says:

Very nice indeed, the doom3 sounds will be replaced eventually i hope ?
Also please bring the specular of the rocks down a tad, right now they look very wet and shiny. Btw some sections of the maps (the caves sections) look very bright imo, i think you guys should bring the ambient light down a little and let the shadows stand up more.

+3 votes   media: Arx End Of Sun - WIP Demo 2
Argoon
Argoon Dec 29 2012, 10:26am says:

Fantastic work man as a mapper i always missed this feature on idtech 4, this feature alone imo makes it worthy to buy your game for idtech 4 moders.

+4 votes   media: Painting the World!
Argoon
Argoon Dec 19 2012, 4:11pm replied:

It didn't looked bad on the X-ray engine for the contrary, and the X-ray engine also supports advanced dx11 effects, it is a very competent engine. I really can't see what a game like stalker has to gain in going to the Cryengine 3 in the visual department, the only good thing that i see from this engine is the modding tools and the ability to go stand alone or even to consoles if the developers want it.

+5 votes   media: HUD (old)
Argoon
Argoon Dec 16 2012, 11:24am says:

FANTASTIC!!!!! enough said.

+2 votes   media: Screenshot
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