Binary Harmonics is the generation of completely new resonant elements from the binary.

Comment History  (0 - 30 of 69)
Jack_Morgan Apr 11 2011, 9:04pm says:

That was messed up...

+1 vote   media: screen05
Jack_Morgan Oct 30 2010, 12:12pm says:

I would begin by determining the 'nature' of the mod or game and working from there. Is it a total conversion mod? In that case it should be up to a certain standard in terms of art and game assets. If it's a simple game-type modification than art quality might not be so relevant but unique game-play becomes more relevant. A full game could be broken into similar categories. Is it a rehash of an existing format like another Tetris clone? Or is it a completely new IP?
These things are going to affect the weight of different elements in the 'grey area' so I would consider first sub-categorising different 'types' of games and mods and work out some rules for each sub-category.

+2 votes   news: Qualifying rules on Desura
Jack_Morgan Oct 28 2010, 8:36pm says:

Yep I'm eager to take a look.

+1 vote   news: Desura is opening up
Jack_Morgan Sep 27 2010, 7:59pm says:

Now finish it off with some specular.

+1 vote   media: Apartment W.I.P
Jack_Morgan Aug 21 2010, 1:05am says:

Sweetness and loverliness! I'll get you some concept art and information as soon as I have it ready for viewing.

+1 vote   media: Cruiser WIP Progress
Jack_Morgan Aug 19 2010, 8:15am says:

Dude, I hadn't seen your work updated in AGES and this absolutely stunning. Let me know if you're ever looking for something to do in the near future (I have a project that could definitely use someone like you at the helm of the art department/co-creative side of things).

+1 vote   media: Cruiser WIP Progress
Jack_Morgan Aug 15 2010, 5:16am says:

I'm tracking this because of how methodically you're producing the work. If you can keep your aim then you should result in something playable.

+1 vote   mod: Red Planet
Jack_Morgan Aug 15 2010, 5:14am says:

look like a blue pigs snout

+1 vote   media: Token
Jack_Morgan Aug 12 2010, 8:37am says:

Aside from the clearly backwards shadows being cast from the dining table set I'd say this look great.

+4 votes   media: Apartment
Jack_Morgan Aug 7 2010, 2:16am says:

Looks interesting. You need to do some lighting builds with higher quality settings.

+1 vote   media: In-game 2
Jack_Morgan Aug 4 2010, 11:46am replied:

Note to trackers: Stalk the dev team! On a sunday we have a little bash on a server after our meeting. I'm sure noone one would mind crashing our little party. BEWARE! DEV ARE HAX

+1 vote   mod: Orion: Source
Jack_Morgan Jul 31 2010, 7:01am says:

First off, HL1 looked better because the room was an appropriate size. Either fill that empty space with something or make the room only as large as it needs to be! Secondly, Monty Python... Only it's ironic because this is clearly not something at all 'different' from HL1 lol

+1 vote   media: Sector C Lobby, "C1A0" Remake.
Jack_Morgan Jan 15 2010, 3:20pm says:

Yeah dude that's wonderful. Very gothic and archaic.

+1 vote   media: Ledge on the sea
Jack_Morgan Oct 3 2009, 3:05pm replied:

I suppose, as the first open beta we'll be releasing is a Capture The Flag game mode we can't really call this a tactical shooter yet. There are various tactical gameplay elements planned for future updates including PVPVE where player action will control enemy behaviour.

+1 vote   mod: Orion: Source
Jack_Morgan Oct 3 2009, 2:56pm says:

America will never 'defeat' global terrorism through occupation and counter-insurgency, not even through intensified Home-Land security. One thing that we can bind all terrorist action together by is an idealogy as a motive... Even anarchy. The anti-american idealogy stems not from the nature of your innocent populace, but from the nature of a corrupt global financial system that has allowed America to ascertain wealth, far disproptianate to it's population, through immoral and unjustifiable means. The American government continues to horde wealth even in this modern day, by not ratifying the Kyoto protocol the American government submitted that paying a price equivelant to their place in the global community was not going to be a possibility. I would suggest that to defeat terrorism one would have to remove the grim spectre in the idealogy of the terrorist's mind... The corrupt and globally irresponsible American Government and corporate world. And that's nobodies responsibility but the American peoples... Whatever happened to the 60's guys?

0 votes   news: Rembering 9/11
Jack_Morgan Oct 2 2009, 8:20pm says:

Increasing the overall ambient light would mean losing that hard black shadow. It would have to gain some level of luminosity... You can't achieve this by doing that.

+2 votes   media: August Update
Jack_Morgan Aug 30 2009, 11:26pm says:


+1 vote   news: Augusts' News '09
Jack_Morgan Aug 30 2009, 11:20pm says:

Pwned again!

+2 votes   member: Jesternz08
Jack_Morgan Aug 30 2009, 9:23pm says:

O well if it isn't a Ju1cy boy... What you doin' on my site there boy? :P It's Fuchi/Jack btw

+1 vote   news: Augusts' News '09
Jack_Morgan Aug 26 2009, 10:58pm says:

This works exactly the same way as a fur shader, without the drop-off in noise which adds that lovely smooth aesthetic. Nice idea, but go write or download the fur-shader :)

+1 vote   media: realistic grass
Jack_Morgan Aug 25 2009, 11:46pm says:

I'm struggling to understand how you're doing your radiosity pass at real-time. Are you maybe doing some backwards sampling perhaps? If so, does it work well at low sample rates?

+2 votes   mod: City 17: Episode One
Jack_Morgan Aug 25 2009, 10:46pm says:

I would have to disagree and say that Terranigma trumps all in the JRPG field.

+1 vote   mod: Eon
Jack_Morgan Aug 20 2009, 6:34pm says:

Visually the caves were tasty Omnon, but they were so easy... If you can do something here to make it that bit harder like.... I dunno... throw some combine in (somehow), or just add something that's easier to kill than an ant lion.

+2 votes   media: work on the second map has begun
Jack_Morgan Aug 20 2009, 6:29pm says:

Don't let this mod die! Somewhere out there lies a coder with the power to reinvigorate these modders!

+1 vote   mod: Lost World: Source
Jack_Morgan Aug 20 2009, 1:48am says:

I'll join in. Do you're base block out pass with your (non-func_detail) primitives and optimising brushs, then do a quick lighting pass with basic lighting and do some quick lightmap adjusting. Next to a detail pass, add some models (for the lights and major features), add some func_details, add your cubemaps, add your textures and align them. Recalibrate your lightmaps where neccesary (don't forget to add lightmaps to smoothing groups where appropriate). Now do another detail pass simply adding more detail and building more cubemaps, recalibrate your lightmaps again... repeat! Don't forget to use your visgroups.

+2 votes   mod: Floor 13: Source
Jack_Morgan Aug 13 2009, 1:46pm says:

Maybe these could be bots on the server.

+1 vote   media: Cleaner
Jack_Morgan Aug 13 2009, 1:44pm says:

Once again I'm guessing you'll need to rig it like a smoker, tweak what you can to get it to behave right.

+1 vote   media: Infectrooper
Jack_Morgan Aug 13 2009, 1:42pm says:

Only way I can think of getting him in-game would be to make a server plugin where the tanks model is replaced with this guys, and make him so he's rigged just like the tank. Also tweak the variable you can from the server to make it behave how you want.

+1 vote   media: BUILDER
Jack_Morgan Aug 13 2009, 12:07am says:

Just a note, if you were planning large, explorable, open environments the Source engine will only accomodate 1km3 size maps.

+1 vote   mod: Dust
Jack_Morgan Aug 11 2009, 6:15pm says:

Those normal maps give a pretty neat effect... Although I'm sure up close the effect is alot less effective.

+1 vote   media: border spain morocco / ceuta
Offline Since
Aug 28, 2011
Australia Australia
Member Watch
Track this member
Comment Statistics
Posts per day