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 Feb 6 2013, 6:42am says:

Heads swap in and out via tagging, but I'm not sure yet, no promises. As it stands, this is just for fun, for me, but is actually fully done and would work. Nicolas and I are still trying to decide the best way to do custom heads.

+2 votes   media: 2x4b 523p
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 Oct 6 2011, 3:24pm replied:

Rage uses one texture for the level load, its called a "mega texture". That means that every single object in the world, every surface, every POLYGON has its OWN UV space. Thats amazing because it means that you can create a world packed full of objects, and have zero tiling, even on multiple copies of the same thing, like a wall full of paint cans, they could all be different.

The problem is, they are HUGE files. Uncompressed Rage is like, 1tb worth of data... So they have to compress the textures down a **** load.

+1 vote   media: Its Getting Clooooooosssseeeerrr....
Gavavva Oct 5 2011, 4:30am says:

In Reply To:

Hell_Diguner 7hours 23mins ago replied:

"Could somebody explain to me why people seem to think Rage is a graphically spectacular game? Because I just don't see anything special in that department."

Because Mega Texture allows the entire world, and every object in it, to have its own UV space. Unless you are a texture artist you won't understand why thats so awesome. Of course, its far, far too early to be using it, so things like dynamic lighting are out, plus as you can see it takes up that much space it has a seriously reduced resolution... But in a few years time, it will look THE ****.

+2 votes   media: Its Getting Clooooooosssseeeerrr....
Gavavva Apr 10 2011, 6:32am replied:

There is no "downed" animation in this video. Animations are, in order:

Run Forward
Run Backward
Run Left
Run Right
Prone Move Forward
Into Prone From Standing
Crouch Slide enter, Loop and End as one Anim
Vault Over Tall Object
Prone Dive

+1 vote   media: Field Ops Animation Tests
Gavavva Mar 10 2011, 2:49pm says:

Yes, because there are no doors. That shot was taken in an SDK map used for testing scales, movement etc.

+1 vote   media: Dat Ass... >.>
Gavavva Feb 23 2011, 12:15pm says:

Thats called FOV 90, and its a twat. The doors obviously measure up. I knew I shouldn't have posted this, its already outdated, what with the wet effects, foliage and ****.

+1 vote   media: They're dead, Dave...
Gavavva Sep 4 2010, 12:17pm replied:

That was the plan, to just stay clear and let it work its way out, but bugger me, some people, its like pulling teeth lol.

As for the lower head, its actualy the same pixel ratio as the rest, so it might be something else.

0 votes   article: Meet… The Infiltrator
Gavavva Jan 1 2010, 3:00pm replied:

Man I love cake. I would have sex with cake if if knew I wouldn't get aids. But these days, you just don't know...

+1 vote   media: OverDose Title Screen And New Menu Music
Gavavva Aug 20 2008, 3:17pm says:

Well the site is currently down. Its been down a lot just recently. We are working on getting a new host :(

+1 vote   article: OverDose
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 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 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 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 Feb 1 2012, 6:28pm replied:

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

+3 votes   media: OverDose - Sky Portal Test
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   article: Sound Track Previews And Updates
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   article: Sound Track Previews And Updates
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 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 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 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 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 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 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 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 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 Dec 14 2011, 2:26pm replied:

Read the top right ;)

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


+1 vote   media: Real Time Light Shafts
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 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 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 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 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 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:



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

None at all, likely one mins work tops even.

+1 vote   media: Marauder View Hands
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 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
Gavavva Nov 2 2014, 7:44am says:

We are currently pumping out more options than, say, Assassins Creed Unity, higher resolution assets etc, with a team of one artist and two coders.

Assassins Creed 4, that is, the previous one, had 900 employees. Nine. Hundred. Unity has more.

I'm not saying we are reaching too high, but if you don't reach high, you never know just how tall you can stand. I could easily, without question, make several maps right now, today, that will work, play, maybe even play well. Theres enough content for a "game" to release now. Doesn't mean it will.

Yes, its slow. Yes, its annoying. But with so few staff, what do you expect? We can't afford to pay people the large figures it would take to do this "the proper way". We ask for help. Help which, sadly, doesn't come. So, we do what we can.

As I said before, if that's no good to you, then all I can do is apologise. But OverDose will release. It may not be now, in a month, this year... But it will release. And when it does, it will be fantastic.

+1 vote   media: Bunker
Gavavva Feb 20 2013, 4:54am says:

Oh for... Latest build changed flares and I forgot, so the red flare is the wrong colour above the door... How did I not see this.......

+1 vote   media: Colour... In OverDose...? Whatever next...? 3
Gavavva Jan 31 2013, 4:30pm says:

Custom heads FTW lol :p

+2 votes   media: 2x4b 523p
Gavavva Nov 28 2012, 6:53am replied:

Until we can get somebody onboard to help out with coding, because Nicolas is really doing a great job on his own doing an entire engine by himself but needs a hand... I can't say for sure. 2013, but as to which point? I don't want to let anybody down with a date that comes and goes :( This hurts us too, we put so much time and energy into OverDose. But OverDose is far from given up on, trust me ;)

+1 vote   article: Release Date Change
Gavavva Aug 9 2012, 7:13am replied:

Iron sides are animated and ready to go, its just that theres no way to show the switch into them at the moment, so its a either/or effect ingame. Rather than have a million kids complain how the effect should look, I left it out of the video. I'll be making a new ViDoc soon with weapon handling, movement vs accuracy, iron sights and distances, so that will solve that one.

Also this video contains no DOF blur. DOF is on at all times by default, even when in normal none iron sight mode. However, it only applies itself to the weapon on screen. Heres an example:


Before anybody ***** the bed, everything can be enabled/disbaled, as this has no effect on gameplay.

+1 vote   media: Marauder Burst Rifle - Animations
Gavavva Jun 15 2012, 9:37am says:

Just FYI, I just sent out about 20 or so mails to various news sites with a written message containing info, pics, concept, media and videos, as well as links.

If everybody could list sites they read for gaming news and let me know of where they think I should send this to, please be my guest, it will help a lot.

+1 vote   article: OverDose Closes In On Last 20 Days Of IndieGoGo Campaign!
Gavavva Jun 8 2012, 7:30am says:

The swinging light is next to a window, which has a large overview. The shadow from the light is indeed the correct direction.

The flames have bene toned down a lot. They used to use a flicker because the shadows never moved, but they they do, so I toned that down.

Mateos, if things are moving too slowly for you, then I apologise, but theres only so much one guy can do at a time, and with nobody helping and/or donating, I don't see that getting any quicker, sadly :(

+2 votes   media: OverDose - Map Teaser Thingy
Gavavva May 22 2012, 6:43am says:

Its around 1k polies, but yeah, thats low seeing as what it is. Its all in the sculpt.

+1 vote   media: Misc Low Detail Map Object - Body
Gavavva Mar 16 2012, 8:10am says:

Updated the pic slightly because the scales of the head shots were making some heads look smaller than others, when in fact they are all the same scale lol.

+1 vote   media: De' Heads
Gavavva Feb 24 2012, 11:53am says:

Fixed typos as far as I can see :p Made a few changes too, thanks guys.

+1 vote   article: Team Blur Games Is Now On IndieGoGo/RocketHub & Is Accepting Donations!
Gavavva Oct 10 2011, 7:41am says:

Its he high poly, so 2.5 million.

+2 votes   media: High Poly Sculpt Marauder Hands
Gavavva Oct 4 2011, 6:42am replied:

And with one coder and one full time artist, no mappers and nobody else helping at this moment except sn1pe with a few animations, its gonna take a bit longer.

We can only do so much, sadly. ATM, its like 90% of the workload is on Nicolas and I, and thats a LOT. We could do with more hands.

+1 vote   media: Its Getting Clooooooosssseeeerrr....
Gavavva Aug 17 2011, 7:29am replied:

"Toodle pipski". I'm British. And a massive Red Dwarf nerd.

+1 vote   media: OverDose ViDoc - Parallax Occlusion Mapping
Gavavva Nov 28 2010, 4:43pm replied:

There is that option. Its called a sniper rifle shot to the face. It has the same effect :P

+5 votes   media: CMC - Field Ops. - Run Anim Test
Gavavva Nov 27 2010, 5:41am says:

The lights are there for team visuals, more lights = a glowing ball of green anybody can see. Everybody should be pretty much the same, glow wise.

+1 vote   media: CMC Field Ops - Concept Vs. Ingame
Gavavva Nov 22 2010, 1:18pm says:

Yes, but... The flowers, are still standing?

+1 vote   media: OverDose "CMC - Field Ops" Model Preview
Gavavva Nov 19 2010, 5:34am says:

Yup, we haven't changed the engine, just made "changes" to the existing one. Its a constantly evolving engine that gets new stuff all the time, and the older stuff gets replaced with better/faster ideas.

+1 vote   article: CMC Field Ops – Ready For Deployment!
Gavavva Oct 30 2010, 12:56pm replied:

This is a high poly source model for use in creating the normal maps that go on the low poly. This isn't ingame, its far, far too many polygons for ingame use.

As for Doom 3, you have to remember it was a long time ago, and it was a very early implementation of normal mapping. It looks fine when you think about what else it had to go up against at the time.

+1 vote   media: CMC Field Ops - High Poly
Gavavva Dec 25 2009, 6:39am says:

Again, really poor smoothing group work, plus a lot of details you just will never see.

Remember that you should be deleting faces you never see in first person but also making a much, much lower quality model for third person/world. I do hope your not using the same for both, as the psp just doesnt have the power or much less even the resolution to see these things.

+1 vote   media: RC-P90
Gavavva Dec 25 2009, 5:51am replied:

ration = nation... Too early on Christmas morning to be worrying about typos, lol

Also, James CAMERA!! hahaha!

+1 vote   media: Head Test
Gavavva Dec 25 2009, 4:46am replied:

Right. I'll just tell our black community a huge "f**k you" when they want to play as somebody close to them in terms of looks. Hell if I get any emails I'll just say "Tough **** man, don't you know all you people die out?"

Seriously mate... While I agree that you need to look towards realism quite a lot in these situations, there are times when for a game made by 2 people you have to just think "you know what, if it works, use it".

Also what’s the point of having a totally custom head system that will release with a load of default heads but allows gamers to include their own, if you are limiting people in what they can use due to realistic ration breeding in the none existent 22nd century...?

There are times when you need to stick to the plan... I mean, plot wise, it would be out of place to have hovering cars and laser guns all over the place, right? People would instantly say "this is a bit too high tech". But would I get emails because somebody saw a black guy running over the map...?

I don't think so... Not unless it’s a 13 year old idiot... So while I appreciate the concern and point you make, I think this is one of those areas where realism is allowed to take a back seat, not just too good taste, but just to common sense. I’ll leave that stuff for the next James Camera triple A block buster.

+2 votes   media: Head Test
Gavavva Dec 24 2009, 5:32am says:

It should be worth noting that I've seen the early pics of other heads, the black guy, the African guy, the updated white guy etc... They are awesome. Really impressed with how spot on the African guy is because he doesn't "just look black" like most games do, but his facial features are very strong.

Like I said before, the idea is a few base meshes, and then loads of types of each. The player can select his own that way, making the teams look more than just a copy paste job.

+1 vote   media: Head Test
Gavavva Nov 17 2009, 7:58pm says:

I'm going with the COD4 style, not sure what they used.

+1 vote   media: Rank Up!
Gavavva Oct 9 2009, 8:04am says:

Yeah and a little bed with teddy bears on it and cartoons on the TV and WAIT NO YOU SILLY BOY :MAD:

I havent even started the detail pass yet, you know that :p

+2 votes   media: Fueldump Early Shot
Gavavva Sep 29 2009, 7:24am says:

One coder and me... Really. We can't get mappers (Doom 3 tech) or model guys for love nor money atm...

+1 vote   media: Cave>Road Blending
Gavavva Apr 26 2009, 12:25pm says:

Ill test you in a min Mark :p

+1 vote   media: Random Stuff From A Test Map
Gavavva Apr 18 2009, 12:28pm says:

Then I suggest you make "your" game to be honest, because this sounds like it's not for you, sorry.

And what the hell does survival horror have to do with large arms...? I'm really starting to think you are trolling now...?

+4 votes   media: CMC M108 Sniper Rifle
Gavavva Mar 28 2009, 7:03am says:

Homebrew on the PSP...? Hell no. Its much higher detail than the Doom 3 engine. Its using per pixel lighting with shadow maps for a star, thats 6x the requirments per light pass as it is. It would be hard to get running on a 360 or PS3, never mind a PSP.

OverDose is very scalable, with everything have optional quality settings, and only a select few things can not be disabled at all for cheating reasons. But most of it, even the shadows, can be lowered in quality for better performance.

+1 vote   article: Destroying What You Build
Gavavva Mar 26 2009, 12:04pm says:

That Sonic game looks very impressive, congrats.

Its a shame SEGA can't give somebody with a clue (i.e. you) the licence instead of churning out all these new terrible "games", if you can call them that.

+3 votes   group: Indie Devs
Gavavva Feb 19 2009, 3:24am says:

Yes, to begin with it will be free, and for the future too, but the goal would be to move it along to other platforms if possible.

As for the few comments... I don't know. It sucks, really. We are trying our best to get as much info/news/pics out there :(

+1 vote   article: Evolution Of Design Part One – Building Terrain
Gavavva Jan 25 2009, 10:03am says:

Only work we did before was Quake II Evolved, which was just a graphics mod for Q2.

+1 vote   media: WIP Sky Portal
Gavavva Sep 23 2008, 6:35pm says:

Soooooooo.. You ripped the media out of Halo C.E...?

You wont be able to release this to the public, just so you know. Remake the weapons, they arn't exactly hard.

+1 vote   mod: Halo Life 2
Gavavva Aug 19 2008, 1:52pm replied:

Because with the Quake 2 source we can do anything we want at all ;)

0 votes   game: OverDose
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