Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)

Comment History  (150 - 180 of 609)
Gavavva
Gavavva Feb 9 2012, 9:52am replied:

There isn't any darker edges. You are looking at foliage being lit away from a light source, so the edges are of course going to be darker. Foliage is still created from high poly models, same as every other surface in the game.

+1 vote   media: Dem Pesky Mutants... - WIP
Gavavva
Gavavva Feb 8 2012, 6:07pm replied:

About as much as can be for one coder, but better than most people would expect. Everything you can disable, we let you, and everything that eats performance has a boat load of options to lower quality and make things faster while still giving you nice enough detail.

+2 votes   media: Dem Pesky Mutants... - WIP
Gavavva
Gavavva Feb 8 2012, 1:03pm says:

And before you ask... Yes, it is ingame with no editing in PS. Read the description also.

+13 votes   media: Dem Pesky Mutants... - WIP
Gavavva
Gavavva Feb 3 2012, 6:24pm replied:

It wasn't animated, there's no animations yet because there's no animator.

+2 votes   game: OverDose
Gavavva
Gavavva Feb 2 2012, 5:31am says:

I get the fast moving clouds comment. It guess its more stylised? But its certaintly not a hard coded solution, same with the size of things as well. Its all easily changable and I guess depends on the location.

But I couldn't very well upload a video of a sky portal that has multiple layers to the clouds and have them hardly move :p May as well use a static box then :p

Anything is better than Rage's skies....... Right?

+3 votes   media: OverDose - Sky Portal Test
Gavavva
Gavavva Feb 1 2012, 6:28pm replied:

Then change the sky portal scale per instance...........? *sighs*

+3 votes   media: OverDose - Sky Portal Test
Gavavva
Gavavva Feb 1 2012, 7:37am replied:

In between. Fast is Quake 3. Slow is Rainbow Six. Theres realistic tones here, you have iron sights, you can't sprint and shoot and hit anything etc... Think of it like COD, Killzone, Gears, you know a hint of realism, a hint of arcade, but its own beast.

+1 vote   news: Sound Track Previews And Updates
Gavavva
Gavavva Feb 1 2012, 5:27am replied:

Its pretty simple. Rather than a long, 3 minute looping track full of guitars and heavy music that drowns out the game and people turn off anyway, they simply have several short, 30 second or so ambient style tracks. These play at various points during the match, so that music isn't always playing, but even when it does, its short, atmospheric and complimenting, rather than over powering.

+1 vote   news: Sound Track Previews And Updates
Gavavva
Gavavva Jan 31 2012, 4:53pm replied:

We are looking at basic client side physics for objects like tin cans and things, stuff that wont need to be sent over the network and isn't that big a game changer at all (So no barrels or anything that would clip projectiles/players). Players wont have rag doll, simply because we dont NEED rag doll. When players die, they go into a "downed" state waiting to be revived by a medic. They can die instantly with no chance of a revive, but only by gib or huge head shot damage, but even then they will use a classic canned animation. We just don't need rag doll. I mean look at COD, that doesn't have rag doll? And that doesn't hurt anything.

As for bots, there isn't any plans at this time. We *may* look into it later... Way later... But its not a concern or even on our minds right now.

+3 votes   game: OverDose
Gavavva
Gavavva Jan 11 2012, 5:49pm replied:

Because of course, after a few nukes drop on an installation, foliage would be neat and tidy in the right places, and desks wouldn't be messy and pushed aside...

+2 votes   media: Beach Assault - Update 3
Gavavva
Gavavva Jan 2 2012, 12:51pm replied:

Without sounding too emo, the drawn out colours and lack of saturation on there on purpose. It's fits a specific style and theme that's not a limitation of the engine, it's just what I designed this part like.

The key word there is part. There's lots of colour in the map, this is but one room. Even the bathroom screenshots are using the wrong color correction post process. Give it time, I'm but one man :)

+1 vote   media: Beach Assult - OverDose WIP 5
Gavavva
Gavavva Dec 31 2011, 9:00am says:

That's kinda the point. The original was just no good there, it was a cramped room with an odd layout... Seeing as this isn't a direct remake and it's more a reimagining, I took the liberty and went ahead in turning it into a more visually interesting shower room. The comparison is there to show you the general area.

+1 vote   media: Beach Assault - OverDose WIP 7
Gavavva
Gavavva Dec 19 2011, 11:28am replied:

jpeg compression is messing a tad with the colour there, its not AS sepia ingame, although I am doing it a lot on purpose. Not only does a lack of saturation help sell the theme and setting, it also helps when it comes to playing colours inb the level off each other as different areas have different visual tones/themes.

+1 vote   media: Beach Assult - OverDose WIP 5
Gavavva
Gavavva Dec 17 2011, 6:04am says:

The top image is from id Tech 3 shooter RtCW, which OverDose is VERY losely based around in gameplay.

OverDose is based on Quake 2 at its heart, as it started from Quake II Evolved.

+1 vote   media: Beach Assult - OverDose WIP 5
Gavavva
Gavavva Dec 16 2011, 8:14pm says:

Max, Milkshape (yeah even), Mudbox, Photoshop, CrazyBump, Radiant :p Also, I'm a major rookie. :p

+1 vote   media: Beach Assult - OverDose WIP 4
Gavavva
Gavavva Dec 15 2011, 9:35am says:

Oops... I just noticed these pics were taken on lower quality than Ultra, and no bloom... :p

+1 vote   media: Beach Assult - OverDose WIP 2
Gavavva
Gavavva Dec 15 2011, 5:43am replied:

Did we read...? Its like, it says in two places....?

+1 vote   media: Beach Assult - OverDose WIP 2
Gavavva
Gavavva Dec 14 2011, 2:26pm replied:

Read the top right ;)

+1 vote   media: Beach Assult - OverDose WIP
Gavavva
Gavavva Dec 14 2011, 2:26pm replied:

I'm not a mapper, I'm a bit **** at it to be fair, so I wanted to make something I can not so much copy, but more so "evolve" from, you know? OverDose can have as many new maps as people want (Once people start mapping for it other than me) but atm, I wanted something I could get done a little easier without thinking about balance etc. Its all already done, see.

+1 vote   media: Beach Assult - OverDose WIP 2
Gavavva
Gavavva Dec 6 2011, 6:44am says:

*sighs*

+1 vote   media: Real Time Light Shafts
Gavavva
Gavavva Nov 28 2011, 12:19pm replied:

Well, I guess it would have to get one of those ***** things that shoot stuff out the end? OverDose has always been a "girl" so I don't honestly think it can come in anything :s

But seriously, not sure yet. PC is clearly the main platform, and after that, is up for grabs.

+3 votes   game: OverDose
Gavavva
Gavavva Nov 21 2011, 10:09pm says:

Yup totall swapped, and fixed :p I also increased the size of the pelvis on the one axis slightly so it looked more natural.

+1 vote   media: OverDose ViDoc - Skeleton Low Detail Map Model
Gavavva
Gavavva Nov 18 2011, 7:51am says:

Well no, its just a low detail mesh, it didn't really need several million hours on it, so I just put in what I had to. Remember in Fallout 3 where you had these skeletons in places, sat in chairs, in the corners and stuff? Well like that, its for low quality misc detail in the world.

+2 votes   media: OverDose ViDoc - Skeleton Low Detail Map Model
Gavavva
Gavavva Nov 1 2011, 1:53pm replied:

Nah, that had more hair :p But yeah, did look at that, but wanted to go with this style a bit more because the few hair strands was a bit more freaky :P

+1 vote   media: Misc Models
Gavavva
Gavavva Nov 1 2011, 8:54am replied:

I just upped a new pic, but yeah, I'm amazingly STILL waiting on that build to show off what I wanted to haha! Its coming, dunna worry! :p

+4 votes   game: OverDose
Gavavva
Gavavva Oct 13 2011, 7:05am replied:

It works as it should, i.e. when theres a light behind the surface and not much in front. You can increase the effect, but its a universal effect for the entire surface, meaning it will then look over done any other time. As it stands, the effect is correct, as you can't see it that much when the light is right on the surface.

For example, these two shots have exactly the same model position in relation to the light source:

Team-blur-games.com

Team-blur-games.com

+1 vote   media: Marauder View Hands
Gavavva
Gavavva Oct 11 2011, 6:57am replied:

None at all, likely one mins work tops even.

+1 vote   media: Marauder View Hands
Gavavva
Gavavva Oct 10 2011, 4:13pm replied:

All is fair in love and war... But if they do, I may have to rape them.

+3 votes   media: High Poly Sculpt Marauder Hands
Gavavva
Gavavva Oct 10 2011, 8:08am replied:

"Its the high poly" :p

I.E we sculpt in high poly, then render this over a lower resolution mesh to get our normal maps. The actual ingame hands are about 2.6k a piece.

Its also shown here without ripped sleeves.

+1 vote   media: High Poly Sculpt Marauder Hands
Level
Avatar
Avatar
Offline Since
Apr 5, 2015
Country
United Kingdom United Kingdom
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.2
Members
11
Games
254
Mods
10
Articles
93
Media
296
Downloads
1
Groups
1