Current Projects: "Mechwarrior: Living Legends" Environmental Artist/ Level Artist *CRYSIS WARS mod* Largely self taught environemntal artist and level designer. I've been using 3ds max for a little over a year and a half. In real life I work for a TV news station as a "News Technical" assistant (ie. camera op, audio, production etc) and aspire to become a level designer professionally. I specialize primarily in CryEngine 2 and 3.

Comment History  (0 - 30 of 66)
Death_Grin
Death_Grin Sep 4 2011, 11:31pm says:

Looks great!
My only nitpick is that the tracer fire (or is that just normal shooting effects?) looks a little odd. The particle effect seems really long. Its like someone used reference from night combat taken with a night vision camara.

Not a big deal, I don't know if CoH even supports tracer fire or if that's just a basic shooting particle effect. If is does colored tracers would be cool as well, plus richocheting rounds.

And I had no idea BSS was behind this mod. I'll pay more attention to it now :D

0 votes     article: CoH: MC - Ingame Trailer 6
Death_Grin
Death_Grin Sep 2 2011, 12:58am says:

2 sacks of hay and a dozen chicken eggs for a Pig!?! I think you guys grossely underestimate the value of a pig. I want to know what market you're going to. It should be AT LEAST 4 bags of hay and 2 dozen chicken eggs. Or 2 live egg-laying chickens and 4 bags of hay, either way.

And this does look interesting. I haven't paid much attention to it with all the other "rouge-likes" coming out/being out/trying to get out but I'll pay more attention to this.

+1 vote     article: Survivors of Ragnarök - Adopt A Pig! Pre-Order Now!
Death_Grin
Death_Grin Sep 1 2011, 8:30pm replied:

And my races where going to be more Empire/Militaristic humans VS. Space Pirates on drugs, who fly junked up pieced together ships.

And I don't mind giving you guys ideas because further design on my end is pointless now, unless I can find a unique hook.

+1 vote     article: Stellar Impact has been released!
Death_Grin
Death_Grin Sep 1 2011, 8:27pm says:

I'm not sure if I should be happy or sad that you guys pretty much made the exact game I've been designing, and using the same engine I was going to use! My design only had more customization options, and players would unlock new equipment/ships over time, saving them to a persistant armada.

Out of curiosity, how long ago was the project founded?

+1 vote     article: Stellar Impact has been released!
Death_Grin
Death_Grin Jun 16 2011, 3:14pm replied:

Its a crysis thing, although of course the tank treads has to be set up to do it first and it has to be done well to look right.

+2 votes     article: News Update #20: Ironside
Death_Grin
Death_Grin Feb 6 2010, 11:12am replied:

Yeah..its beta. That implies there will be more releases :)

+1 vote     mod: MechWarrior: Living Legends
Death_Grin
Death_Grin Feb 6 2010, 11:10am says:

Graz everyone!

I'm happy to see a more varied mix of mods this year, not to mention engines.

+4 votes     article: Players Choice - Mod of the Year
Death_Grin
Death_Grin Feb 1 2010, 3:19pm says:

I prefer BBq Rat Tail myself, but its purely my opinion.

As for the Mods, I havn't tried any of them so I can only make judgements buy the info I could find and what I see. TNM has an astounding 30 hours of gameplay - which is quite a feat and if it really is better then the original game then I will need to try it.

As for the ball, go figure its been nominated in nearly every category it qualifies for. Its created by one of the most well known mod and professional developers around (its hardly fair imo)but a lot of teams have professinal devs on them so who cares I guess.

Congrats to TNM!

+3 votes     article: Editors Choice - Best Singleplayer Mod
Death_Grin
Death_Grin Dec 27 2009, 10:02pm replied:

We did...unfortunently like most places you can host we have a bandwidth cap and we reached that cap A LOT quicker then was anticipated.

However, the torrent has been stable and fairly fast the entire time, aside from the first hour or two when everyone was connecting and no one was seeding yet. At this point its the best choice.

+3 votes     mod: MechWarrior: Living Legends
Death_Grin
Death_Grin Dec 27 2009, 2:34pm replied:

Try this more direct link:

Filefront.com

+1 vote     mod: MechWarrior: Living Legends
Death_Grin
Death_Grin Dec 27 2009, 1:29pm replied:

Did you download the mod first? The maps are included

+1 vote     mod: MechWarrior: Living Legends
Death_Grin
Death_Grin Nov 24 2009, 3:54pm replied:

Yeah because really, you should completly believe this guy, instead of the large work camps full political dissidents.

+4 votes     media: Hero
Death_Grin
Death_Grin Nov 18 2009, 3:21pm says:

This is probably a far out idea that wouldn't work for technical reasons but just throwing it out there..

What about a single poly with a parallax map that supports opacity? (through a opacity map or alpha channel.) I don't know if its possible to make parallax maps really look like geometry to that degree or not at this time

+1 vote     article: Xtreme plant optimization
Death_Grin
Death_Grin Nov 4 2009, 7:06pm replied:

You forgot learn Lua

+1 vote     article: OFP Mission Contest Finishing
Death_Grin
Death_Grin Oct 16 2009, 10:23am replied:

If the developer is lazy perhaps. The games would have the same scaling options as does the engine. It might be ugly at lowest settings but HAS the possaibility to use the maximum capabiities of the engine. That assumes though that the developer puts the enigines max capabilties to use.

Thats from a PC standpoint though where settings are not one defined set like most consul games. However I would imagine that consul developers are not stupid, they will scale according to the capabilities of the engine.

+1 vote     article: Crytek releases CryENGINE® 3
Death_Grin
Death_Grin Oct 16 2009, 10:19am says:

*ok it wouldn't let me edit, and after I tried it blanked the post...

In response to Hushpuppies question, according to Cryteks June 1st Press Release announcing "Crysis2" Crysis 2 is built on Cryengine 3. If crytek does what they usually do they will probably release the new sandbox editor with Crysis 2 (since its the engines flagship game) along with a mod SDK soon to follow.

On thing love about Crytek is that they take modders seriously. They've hired several from various projects in the last two years

+1 vote     article: Crytek releases CryENGINE® 3
Death_Grin
Death_Grin Oct 16 2009, 10:10am replied:

I *think* Crysis 2 will be using CryEngine 3. If this assumption is true then most likely they will release the new sandbox with Crysis 2 along with a mod SDK to follow in the same manor as they did with Crysis and Cryengine 2.

On thing love about Crytek is that they take modders seriously. They've hired several from various projects in the last two years

+1 vote     article: Crytek releases CryENGINE® 3
Death_Grin
Death_Grin Sep 23 2009, 7:08pm says:

SMOOTHING GROUPS!

+1 vote     media: Thunderbird
Death_Grin
Death_Grin Sep 4 2009, 7:02pm says:

No offense here, but this is so obviously based on Battletech/Battlespace lore that it hurts. All you did was change the names of those involved.

Even the maps look almost the same. It really isn't that hard to come up with a original story. Atleast try not to be so blatant about it.

+1 vote     mod: The Exodus Saga: Shattered Alliances
Death_Grin
Death_Grin Jul 24 2009, 4:39pm replied:

Thats funny, I've used LDRAW before as well. You still have to build the model in LDRAW so what difference does it really make if it was made from scratch in a modeling program or built first in LDRAW? I've never seen the, claim what they used either way.

Besides that you seem to be trying to demean the work they have done. As having used the crysis engine a lot I can say many of the things they have done are not possible in LDRAW. For example I don't believe LDRAW is capable of exporting individual blocks as components to one model. Their destructable palm tree could not have been made in LDRAW unless it was exported then divided into smaller pieces.

+1 vote     mod: Brick It
Death_Grin
Death_Grin Jul 24 2009, 4:29pm replied:

They are legos, which are not exactly constrained by reality.
Besides, where does it say anything about highly corrosive bio materials?

+1 vote     media: Horseman & Cannon
Death_Grin
Death_Grin May 27 2009, 4:54am replied:

go figure that we would be answering questions at the same time crim:D

+1 vote     mod: MechWarrior: Living Legends
Death_Grin
Death_Grin May 27 2009, 4:52am replied:

CryEngine2 allows for huge map sizes, so no the 'mechs are not smaller. Everything is in scale according to Battletech lore. If you're thinking the 'mechs are small because the the 'mechs in MW4 where huge then its because the scale in MW4 was WAAAAY off. The largest 'mech doesn't exceed 15 meters tall.

+1 vote     mod: MechWarrior: Living Legends
Death_Grin
Death_Grin May 27 2009, 4:50am replied:

That wouldn't fit the universe very well...
f16 etc that is.

+1 vote     mod: MechWarrior: Living Legends
Death_Grin
Death_Grin May 3 2009, 7:54pm says:

At first I thought this was a stupid idea. Why Left For Dead? Then I quickly realized that its perfect. AI on a massive level? Check! Perfect for Tyranids!

As far as the destinctions between members go, I think simply having each person a different company or squad would work. For example you could say, as part of the storyline, their individial companies/units got decimated and they are survivors. To differentiate squads you could have different colored shoulder pieces or helmets.

+1 vote     mod: Omnibus
Death_Grin
Death_Grin Apr 24 2009, 10:12am replied:

Thanks! Most people don't realize that in using the same size textures on a 'mech as we do a tank means that the 'mech textures are going to look lower rsolution because the textile pixel to screen pixel resolution is larger. If we used any larger textures or more sheets it would require more memory per mech then is already used which would directly impact performance.

+1 vote     article: MechWarrior: Living Legends - April Update III
Death_Grin
Death_Grin Apr 23 2009, 9:16pm says:

Lemings!

+1 vote     media: Group Photo madness
Death_Grin
Death_Grin Apr 16 2009, 8:43pm replied:

The mod itself is multiplayer. However someone out there converted the maps to support AI so thats out there as well. Shouldn't take much effort to look up.

+1 vote     mod: Point of Existence
Death_Grin
Death_Grin Apr 16 2009, 8:41pm replied:

Haha nm, I'm a dope. I forgot PoE is in Africa :)

+1 vote     article: PoE News #129
Death_Grin
Death_Grin Apr 8 2009, 4:54am replied:

Nope sorry. Mektek is a, for the most part, completly unrelelated development team. The only thing both teams do is advertise on each others site since both communities are pretty much the same people, atleast the hard core ones are.

+1 vote     mod: MechWarrior: Living Legends
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