Im sure you'll be interested to know I joined Dec 8, 2009

So I have finally started to post some of the backlog of posts. I have been mainly doing this as a form of procrastination from other projects that I am currently involved in. I will do more recent updates once stability happens though I wont have an excuse to procrastinate then. The blogs are mainly supplementary to the posted images. Images maybe worth a thousand words but without overall context they lose meaning. I also welcome feedback and constructive criticism.

Comment History  (30 - 60 of 99)
Neomonkeus Aug 27 2013, 1:54pm says:

We won't!

+1 vote   media: Legend of the Galactic Heroes meets Triple Triad..
Neomonkeus Mar 11 2013, 7:02pm says:

Is this in-game or render?

Also how is the coiled wire achieved and what is the polycount?

+1 vote   media: Junon Lamp
Neomonkeus Mar 11 2013, 7:01pm says:

You forget that my army of minions spreads far and wide. I am kept informed of things, only appearing when the need arises. This reminds me of the olde times.

Now the most important question, where is the switch so I can turn it off and then on repeatily. Will it explode if this happens repeatily....It should! Good work. Moar explosions.

+1 vote   media: Junon Lamp
Neomonkeus Sep 20 2012, 8:12am says:

Looks amazeballs

+1 vote   media: Fuel Car (Mako Dawn)
Neomonkeus Jul 13 2012, 11:41am says:

I will be nice and get the ball rolling and see if it peaks anyone else's interest. Have my people talk to your people. Drop me a line when you spy me online. I'll drop up some time once I sort things out.

+1 vote   article: Interested in premises and fundin for a team? And gaming future of Ireland!
Neomonkeus Apr 20 2012, 1:34pm says:

Snapp'in good picture. :D

+1 vote   media: UDK snappable kit piece test
Neomonkeus Mar 2 2012, 12:28am says:

Seriously good trailer, know the development process can be a long road but by some of the stuff shown it will be quality.

+12 votes   media: Underhell Chapter One Waiting Trailer
Neomonkeus Feb 15 2012, 10:26pm says:

I can see floor 60 D:<

+1 vote   media: Cargo Car Interior
Neomonkeus Feb 12 2012, 10:53pm says:

You should probably keep a copy of the low poly mesh as the wireframe might get cluttered at higher res. Then again good excuse to put the optimation cap on the, they will go well with the x-ray googles. Pretty sweet with the central column.

+1 vote   media: Midgar WIP
Neomonkeus Nov 18 2011, 11:03am says:

Is it not missing the Strongman's chair?

+1 vote   media: The Executive Board Room
Neomonkeus Nov 18 2011, 11:02am says:

Does it work like a bed?

+1 vote   media: Riding the elevator...
Neomonkeus Nov 10 2011, 12:46pm says:

Hey don't know if you noticed but the quality is pretty bad :P Seriously though, can't wait to hear it with a good sound bank behind it. Really good composition is able to stand by itself even with if the quality sound isn't available and yours does.

+1 vote   media: Pay Day
Neomonkeus Nov 6 2011, 2:54pm says:

I think you should do more orchestral pieces.

+1 vote   media: Crazy Motorcycle arr.
Neomonkeus Oct 8 2011, 10:31am says:

Its so pretty :D

+2 votes   media: A reactor
Neomonkeus Aug 4 2011, 2:49pm replied:

Don't forget to take the mop with you and not let the door hit you on the way out

+1 vote   media: Early work on 66...
Neomonkeus Jul 8 2011, 8:46pm replied:

I never see you online....I have something that you might like as a reference.

+1 vote   media: Jake's Monitor!
Neomonkeus Jul 8 2011, 11:11am says:

So you went with this title instead of my awesome one. It makes me the sad panda. Good thing I get to listen to this which makes me happy again

+1 vote   media: Mako Dawn, Mako Dusk
Neomonkeus Jul 7 2011, 7:58pm says:

Looks like you gave into the will of Jake, now he controls you.

+1 vote   media: Jake's Monitor!
Neomonkeus Jul 2 2011, 7:47pm says:

Is this running in the Blender Game Engine like the other piece or just a render shot. It looks pretty awesome.

+1 vote   media: Doing some work on floor 70...
Neomonkeus Jun 29 2011, 1:39pm says:

You should definitely drink cider more often, is made of the creative juices apparently.

+1 vote   media: Inevitable In Time
Neomonkeus Jun 14 2011, 11:59am replied:

I extended the edge sections from your piece then separated it. It was to make it easier to avoid all the hassle of to match up the sections and scaling issues.

+1 vote   media: Scaling Confusion
Neomonkeus May 14 2011, 9:27am says:

Well that was successful, I believe we are all sufficiently teased. I hope this is part of a longer track as this is pretty epic as is; it will be made of win and awesome.

+1 vote   media: Insurmountable
Neomonkeus May 11 2011, 9:18am replied:

I agree with you there. There is constructive criticism and then there is just argumentativeness. It should be pretty easy to implement a data set for the character model which depending on the sharpness of the weapon would penetrate the model. This has already been implemented for the other objects in the game like the ground and tree. I would say it is probably in the works maybe a custom version for limb severance or penetration else just needs tweaking based on the sharpness of the weapon.

+1 vote   article: New Overgrowth a130 video devlog
Neomonkeus Apr 24 2011, 2:14pm says:

You do make pretty texture. Ooohhhh..Aaahhhhhh

+1 vote   media: Does it tile?!
Neomonkeus Mar 24 2011, 8:09pm replied:

I wish I had the time to finish it off, perhaps over the summer.

+2 votes   member: Neomonkeus
Neomonkeus Mar 24 2011, 8:03pm says:

I know. Its you but with a moustache.

+2 votes   media: Who is it?!
Neomonkeus Mar 23 2011, 7:49pm replied:

I think looks savage. I had seen it previous on your photobucket but you had an alternate version with a toon or edge-widening shader on. Texture baking would be good to learn. I haven't touched modelling in ages but I know I would be still crap at texturing.

+1 vote   media: A building!
Neomonkeus Mar 23 2011, 4:04pm says:

I was wondering where that had gotten to. Awesome.

+1 vote   media: Something familiar!
Neomonkeus Mar 23 2011, 2:31pm says:

Awesome building. Have you tried building a low res version using a baked normal map?

+1 vote   media: A building!
Neomonkeus Mar 13 2011, 10:46am says:

Innovative gameplay like that is what will make your mod stand out as not just a direct port. Great work.

+2 votes   media: Train 1v1 -Alpha
Neomonkeus Mar 9 2011, 11:10pm says:

This is really good and I found it very amusing. I think you've a quirky sense of humour, you know your audience and it works well. The text could be a bit clearer though and your drawing will improve with time. Good luck with the comic

+1 vote   article: Nightmares
Neomonkeus Jan 26 2011, 10:25am says:

I never knew you were the creator of this group. Great work in getting it out there.

+2 votes   article: It's been a while!
Neomonkeus Jan 31 2012, 3:04pm says:

Again those are work in progress videos, the issue with the door clipping has been rectified in the initial release.

It is highly unlikely that the default animations will be replaced as they are not really a priority, unless he feels so inclined.

+1 vote   media: Mako Dawn WIP 1
Neomonkeus Jan 31 2012, 9:16am replied:

and a partially finished train engine :P

+1 vote   mod: Mako Dawn
Neomonkeus Jan 30 2012, 8:48pm replied:

That only occurred during development. They used the portal system when prototyping the rooms during development so that they wouldn't have to move the rooms around as much. By putting a room in empty space, editing it in place but connecting with portals they avoiding annoying physical overlap.

Portal 2 actually only had one impossible space. I presume you have listened to the developers commentary.

+1 vote   media: Upper Stairwell
Neomonkeus Dec 17 2011, 2:39pm says:

But my name isn't Garland, though it appeases me none the less.

+1 vote   media: Surrender to Darkness
Neomonkeus Dec 2 2011, 1:13am replied:

Progress is good atm. If you want to find out the latest news check out the Niftools forum.

+3 votes   article: Creation Kit Coming in January 2012
Neomonkeus Nov 18 2011, 9:51pm says:

It should be a double chair, for he is more than twice a man.

+1 vote   media: The Executive Board Room
Neomonkeus Nov 18 2011, 9:50pm says:

Elevator goes up, elevator goes down :P

+1 vote   media: Riding the elevator...
Neomonkeus Nov 4 2011, 1:24pm says:

I have been listening to a lot of FF re-mixes lately; this is going on said list. \o/

+1 vote   media: FFVII arr. Jenova Absolute + Those Who Fight
Neomonkeus Oct 5 2011, 11:27am says:

Not when you can just clip right through walls :P

+1 vote   media: Shinra Tower test
Neomonkeus Jul 8 2011, 8:45pm replied:

I concur it should be exactly like this

+1 vote   media: Jake's Monitor!
Neomonkeus Jul 5 2011, 6:01pm replied:

He is magician, a terrible magician

+1 vote   media: Doing some work on floor 70...
Neomonkeus Jul 3 2011, 7:26am replied:

Awe go on elaborate, I mean its not like you answer has a rabbit.... :P

+2 votes   member: JigsawPieces
Neomonkeus Jun 14 2011, 7:40am says:

I would definitely think about releasing the assets to the general public. You never know, it might get people interested in the project or at least ensure that the work that you have done might be used by others. And don't give up either as sometimes it is good to shelve a project for a while and come back to it again :D

+2 votes   article: Death of a dream?
Neomonkeus Jun 4 2011, 7:36am replied:

So how soon is soon? :P

+1 vote   mod: Outbreak: Condemned
Neomonkeus Jun 3 2011, 11:41am says:

Cant wait, if it was anything like the prologue this will be awesome.

+4 votes   article: Underhell Chapter 1 Teaser Trailer
Neomonkeus May 26 2011, 10:29pm replied:

Firstly we never forgot about the "facts". I dont know what your personal modding experience so its a little ambiguous if these are suggestion or your telling us this is the way that it should be done.

When it comes down to it as the game designers, we went through and took a vast array of these issues into consideration. As regards scale related issues there were a number of consideration taken into account including; realism, staying true to the original, in-engine size, but one of the main factor was what was possible to achieve as a mod group. We could easily scale the city to any size but not having the means to populate it or only have it sparsely populated would not have done it justice. As the designers these are the things that need to be considered that you may not have though of.

As for the engine, Fallout was chosen because it was more suited to the game that was envisioned. Again like the scale issue that was thoroughly debate and there is little chance that it will be changing back to being developed using oblivion.

+2 votes   mod: Mako Dawn
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