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

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Jack_Morgan
Jack_Morgan @ screen05

That was messed up...

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Qualifying rules on Desura

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.

Good karma+2 votes
Jack_Morgan
Jack_Morgan @ Desura is opening up

Yep I'm eager to take a look.

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Apartment W.I.P

Now finish it off with some specular.

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Cruiser WIP Progress

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Cruiser WIP Progress

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).

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Red Planet

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.

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Token

look like a blue pigs snout

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Apartment

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

Good karma+4 votes
Jack_Morgan
Jack_Morgan @ In-game 2

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Orion: Source

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Sector C Lobby, "C1A0" Remake.

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Ledge on the sea

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Orion: Source

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.

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Rembering 9/11

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?

Good karma0 votes
Jack_Morgan
Jack_Morgan @ August Update

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.

Good karma+2 votes
Jack_Morgan
Jack_Morgan @ Augusts' News '09

Pwned

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Jesternz08

Pwned again!

Good karma+2 votes
Jack_Morgan
Jack_Morgan @ Augusts' News '09

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ realistic grass

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 :)

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ City 17: Episode One

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?

Good karma+2 votes
Jack_Morgan
Jack_Morgan @ Eon

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ work on the second map has begun

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.

Good karma+2 votes
Jack_Morgan
Jack_Morgan @ Lost World: Source

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Floor 13: Source

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.

Good karma+2 votes
Jack_Morgan
Jack_Morgan @ Cleaner

Maybe these could be bots on the server.

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Infectrooper

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ BUILDER

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.

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ Dust

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

Good karma+1 vote
Jack_Morgan
Jack_Morgan @ border spain morocco / ceuta

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

Good karma+1 vote
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