Been modelling for a few years, still a long way to go. Making games and that. Know source pretty well, getting to know UDK. Use blender and GIMP (opensource whore). Have a look at my (semi-portfolio) site: and my blog:

Comment History  (0 - 30 of 48)
Black_Stormy Oct 10 2014, 3:41pm replied:

it will automatically download what it needs - namely Source SDK Multiplayer 2013. If you already have a mod that uses that SDK you won't need to download it again, don't worry.

+1 vote   mod: Double Action: Boogaloo
Black_Stormy Sep 17 2014, 7:54pm says:

This download is giving me a 404

+1 vote   download: The Masked Prisoner RELEASE - V1.0 installer
Black_Stormy Sep 8 2014, 10:11am replied:

We have had a big rush of people and these days there's usually a few servers with some people on them. Once we release on steam we anticipate having a lot more poeple playing.

+4 votes   mod: Double Action: Boogaloo
Black_Stormy Sep 7 2014, 12:42pm replied:

Yeah he did help us out a lot recently. You should also check out EatMyDictions channel, he did some videos for us that helped a lot. Also GassyMexican and his troupe of friends played it way back in beta.

+1 vote   mod: Double Action: Boogaloo
Black_Stormy Sep 7 2014, 12:40pm replied:

Most of the rush we saw from PewDiePie is gone now, but the ones tht really enjoyed it are still hanging around the servers. Once we release on Steam we're hoping to have more players play the game again. If you want to help us out by growing a good fanbase come past our forums and participate in the community!

+2 votes   mod: Double Action: Boogaloo
Black_Stormy Aug 22 2014, 5:00pm replied:

You need to activate it in settings, advanced button, enable developer console. Then open it up with the `/~ button, above tab. Then type in that stuff.

+1 vote   mod: Double Action: Boogaloo
Black_Stormy Aug 22 2014, 4:59pm replied:

We already had mac and linux builds. They are on our forums I think.

+1 vote   mod: Double Action: Boogaloo
Black_Stormy Aug 22 2014, 4:58pm replied:

did you try restarting steam? It should be in your steam library once you restart.

+1 vote   mod: Double Action: Boogaloo
Black_Stormy Aug 22 2014, 4:55pm replied:

That's odd. Sounds like you need to redownload the binary. Maybe your download got interrupted?

+1 vote   mod: Double Action: Boogaloo
Black_Stormy Aug 21 2014, 10:19am says:

Nice FAL render.

+5 votes   article: No More Room in Hell - Update 1.08 Spotlight
Black_Stormy Aug 2 2014, 8:40pm says:


+4 votes   download: Double Action: Boogaloo (Windows self-installer)
Black_Stormy Jul 29 2014, 6:51pm replied:

Yeah, we have SSAO, some nice light flares and DOF (but not that intrusive DOF, it's nice DOF)

+2 votes   media: Shiny new da_streets!
Black_Stormy Jul 26 2014, 11:09am says:

The new shaders sure are sexy

+2 votes   article: Kappa+ Update! Graphics! & Greenlight!
Black_Stormy Feb 13 2014, 1:55am says:

I was really hoping you guys wouldn't over sexualize the female characters. It seems like something you would only need to do if you were going to be advertising to the drooling masses. I'd like to see a bit more sensibility to the armour. I would have suggested this of the concept art but I didn't know you guys existed till last week!

+2 votes   article: Shinse 3D model
Black_Stormy Nov 19 2013, 8:48pm says:

is it even possible to mod portal and replace the models without overwriting the old stuff? I ask because I have this and have no way to use it:

+1 vote   media: Portal gun concept stages
Black_Stormy Aug 20 2013, 6:36pm says:

I assume the watch and the pistol are going to be viewmodels so I understand the highpoly, but that coke can is ridiculously high detail. What is that, a 64 vertice cylinder?

Also, pretty renders are nice and all but you won't be able to display this level of pretty in engine (unless you are making some pro shaders). Can you do a render out of the HLMV rather than in marmoset?

+3 votes   article: August update
Black_Stormy Aug 19 2013, 11:22pm says:

Well colour me impressed. That water system is delicious. Can you change the size of the cube to insert surfaces? Seems like it should be an option.

If it weren't for the high fantasy setting this would be the perfect successor to Wurm Online that my prepubescent mind would have destroyed itself on.

Any chance of opening this to a bit of low level modding?

+2 votes   article: Astral Terra Sandbox RPG Video Dev Update 4
Black_Stormy Aug 10 2013, 3:48am says:

You're doing so many interesting things in this mod, why is it so bad?

+2 votes   mod: CrimeWars
Black_Stormy Aug 9 2013, 6:13pm says:

Needs some serious environmental smoke haze. You would not be able to see a thing but a dull red glow, and those two characters would be dead in an instant with that much heat in there. Looks good, but needs way more smoke.

+1 vote   media: Everything is burned to the ground!
Black_Stormy Aug 9 2013, 5:58pm says:

The wall behind the TV looks like it has a low res shadow map, other than that it looks pretty nice. I like that you have creative light sources in this scene.

+1 vote   media: Home sweet home
Black_Stormy Aug 9 2013, 5:57pm says:

That hospital sign looks really bad. It's just arial font. Have a look at some references, hospitals generally have a logo and a specialized sign. Your sign there stands out as low quality while the rest of the image looks pretty good.

+2 votes   media: Hospital "Your Hope"
Black_Stormy Jul 23 2013, 10:02pm says:

That looks so much better than the old water. Are you going to put foam and such on it? If you can use the angles of the distorted mesh you might be able to overlay a foam texture on the peaks of the waves through the vertex shader. Also is it possible to make an animated texture overlay that 'burns' the diffuse texture of the terrain beneath so it looks wet?

Obviously ambitious suggestions but you're obviously pro.

+9 votes   article: [DLG] No Heroes - Ocean and Island update
Black_Stormy Jul 13 2013, 10:04pm says:

I love the shadows in this, it looks like you're sampling the sky colour to colour the shadows. They look blue and it's really effective. Is this a feature of the engine you're using or is it something you've put in yourself?

+1 vote   game: AniTower
Black_Stormy May 24 2013, 8:34pm says:

Do you have a high resolution image of your logo? I want to print a shirt with that on it I think it's awesome.

+3 votes   game: Terra dos Mortos(Land of the Dead)
Black_Stormy May 22 2013, 5:31pm says:

Love that lighting. The choice of the soft blue at daytime really makes a difference. Also loving the new, more stylized look. Following.

+2 votes   article: AniTower: Asset Update
Black_Stormy May 22 2013, 5:27pm says:

Goddamn that's good texturing. Did you paint those yourself? I have never met a programmer who could make nice textures.

+1 vote   article: AniTower, Yet another TD Game
Black_Stormy May 17 2013, 3:28am says:

That head is wayyyy too big and his neck is the same width as his head. Nice model other than that though.

On your website you say the game is on unreal, here it's on source. Which is it? Also if it is on source are you trying to get a license?

+2 votes   article: Media Roundup
Black_Stormy Jan 25 2013, 10:43pm says:

Is that... BLENDER? You need an edge split modifier on that gun brah, don't forget to apply it before you export for compile.

+1 vote   article: Weapons, updates, etc...
Black_Stormy Sep 15 2012, 11:24pm says:

Damn I'd love to apply with you guys but my plate is already full. Sucks.

+2 votes   article: 3D Artists Needed! Application Info and Details Inside!
Black_Stormy Jul 16 2012, 11:31pm says:

I want to say this in the least negative way I can, I am disappointed at those shots. The terrain doesn't look particularly realistic, did you use a terrain generator? It looks like you've pulled some stuff around with the UDK terrain tools. Which is fine, it just takes a lot of work to get it looking convincing. I get that the tree models are placeholders, but if they are, and you only have the one, why are you showing it at all? It seems like it's not ready to show. I totally understand that you would be proud of this, and it really does look good, but I don't think these shots were release-worthy. They don't display any real attention to detail, there is no real level design evident in them, no paths or cover or elements that look like they would have any effect on gameplay. The pictures aren't even that epic. There is a lot of mist and the camera positions are odd, there is nothing obscure or interesting in there like in the concept art images you guys have. I'm not saying it's crap. It looks nice, but it seems to show off the unreal engine more than the work you have put into it. I understand there is a lot of time consuming stuff involved in getting workflows/networks/team members set up and that once the groundwork is in it gets faster and easier to create, but is that really the most populated level you have? One tree that is just a billboard? Considering how long this has been in coming, I was expecting something extremely sexy.
I am following wake up call quite avidly, your concept artist is damn talented, but I'm wondering if your level design/3d artistry is up to scratch. I hear your emphasis on the WIPness of these shots, but if they are that much a WIP, were they really ready to release to a possibly ravenous public? Please don't take this negatively, I hope I have brought up some good points for you guys about really thinking hard on each piece of media you release, and I hope that the next update is really stunning.

+3 votes   article: Progress Report: Early In-Game Screenshots and a Sick Promo Image
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