I'm Dave. I can create concept art (Gimp), 3D model (Sketch up, blender), sculpt (Sculptris), texture, code (C++, Java, VB, COBOL), storyboard, and write. Minor skills are code (SQL, Javascript), animation (Blender, some 3Ds max), 2D animation (Photoshop, some Gimp), and voice acting.

Comment History  (0 - 30 of 1,571)
ninjadave
ninjadave Jan 8 2014, 4:02am replied:

Thanks! :D

+1 vote   media: In the Dark
ninjadave
ninjadave Nov 17 2013, 10:37pm replied:

Why thank you. :)

+1 vote   media: The bridge
ninjadave
ninjadave Apr 25 2013, 10:29pm says:

This comment has been posted in a private group.

ninjadave
ninjadave Mar 16 2013, 10:31pm replied:

Actually, I believe there is.

+1 vote   media: Design Document 2
ninjadave
ninjadave Mar 16 2013, 10:30pm says:

Wooooooooooooo!

+2 votes   game: Remise
ninjadave
ninjadave Mar 16 2013, 10:30pm says:

This one looks excellent!

+2 votes   media: Deep Ruin
ninjadave
ninjadave Mar 13 2013, 7:51pm replied:

I am 'a' Dave.

+1 vote   game: Dave the Survivor
ninjadave
ninjadave Mar 13 2013, 7:47pm replied:

Thanks!

I believe your art is much more detailed and thought out than my reckless noir style.

+1 vote   media: The Characters
ninjadave
ninjadave Mar 9 2013, 2:59pm replied:

This comment has been posted in a private group.

ninjadave
ninjadave Mar 8 2013, 6:18pm replied:

Ok.

+1 vote   media: Hallway
ninjadave
ninjadave Mar 8 2013, 1:39pm replied:

Two different characters. The title will make more sense after Dave gets introduced.

+2 votes   game: Dave the Survivor
ninjadave
ninjadave Mar 8 2013, 1:12pm replied:

This room gets a lot of unfortunate light bleeding, but it would be nice to optimize it.

+1 vote   media: Home
ninjadave
ninjadave Jan 8 2013, 11:45am says:

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ninjadave
ninjadave Jan 5 2013, 9:19am says:

This comment has been posted in a private group.

ninjadave
ninjadave Dec 16 2012, 11:10pm says:

This is really good!

+1 vote   media: 2048² Wood Floor
ninjadave
ninjadave Dec 7 2012, 12:13am says:

Its well done and looks very good!

+1 vote   media: Map: Old Industrial Zone
ninjadave
ninjadave Dec 7 2012, 12:11am replied:

This comment has been posted in a private group.

ninjadave
ninjadave Dec 5 2012, 10:38pm replied:

This comment has been posted in a private group.

ninjadave
ninjadave Dec 4 2012, 5:42pm replied:

No problems, it did kind of explode in popularity all of the sudden.

+1 vote   game: Pokémon3D
ninjadave
ninjadave Dec 4 2012, 5:15pm replied:

Agreed!

+2 votes   game: Pokémon3D
ninjadave
ninjadave Dec 4 2012, 3:12pm replied:

Or upload the current game files here to IndieDB, or maybe we can get a torrent going.

I guess any option is fine.

+1 vote   article: Pokémon3D - It is popular...too popular?
ninjadave
ninjadave Dec 4 2012, 3:06pm replied:

We actually exceeded the bandwidth there too.
You could upload the game files to IndieDB.

+4 votes   download: Pokémon 3D - Launcher
ninjadave
ninjadave Dec 4 2012, 3:04pm replied:

Nope, we've overloaded that too.

+4 votes   download: Pokémon 3D - Launcher
ninjadave
ninjadave Dec 3 2012, 12:55am replied:

This comment has been posted in a private group.

ninjadave
ninjadave Dec 3 2012, 12:54am replied:

This comment has been posted in a private group.

ninjadave
ninjadave Dec 3 2012, 12:53am replied:

This comment has been posted in a private group.

ninjadave
ninjadave Dec 3 2012, 12:52am replied:

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ninjadave
ninjadave Nov 30 2012, 1:10am replied:

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ninjadave
ninjadave Nov 21 2012, 1:58am says:

This comment has been posted in a private group.

ninjadave
ninjadave Nov 21 2012, 1:45am says:

I really enjoyed FC2's editor. I just hope they alter the weapon system a bit, as a lot of custom maps in FC2 were easily dominated by snipers.

+6 votes   article: Far Cry 3 Map Editor
ninjadave
ninjadave Nov 10 2012, 1:33am says:

This comment has been posted in a private group.

ninjadave
ninjadave Oct 31 2012, 2:18am replied:

Nah, rainmeter. I haven't heard of the Awesome Window Manager before.

+1 vote   media: Desktop
ninjadave
ninjadave Oct 31 2012, 2:10am says:

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ninjadave
ninjadave Oct 21 2012, 12:31am says:

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ninjadave
ninjadave Oct 14 2012, 2:54pm replied:

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ninjadave
ninjadave Oct 11 2012, 12:53am says:

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ninjadave
ninjadave Oct 7 2012, 5:29pm says:

This comment has been posted in a private group.

ninjadave
ninjadave Jun 20 2012, 1:55pm replied:

He should just hide behind something for 5-6 seconds. Knife wound gone!

+2 votes   article: Survivors of Ragnarök - Holy Cow It's Alpha 19!
ninjadave
ninjadave Jun 6 2012, 2:15pm says:

I like it!

+2 votes   download: Eden Texture Pack WIP v1
ninjadave
ninjadave Aug 29 2011, 11:56pm replied:

Its not that uncommon for developers to check out their project on IndieDB.

Getting a reply is another story though.

+2 votes   download: Monster Hunter Texture pack
ninjadave
ninjadave May 6 2011, 3:55pm says:

I think I'm going to enter in this just for the lulz.

+1 vote   article: Witcher 2: Alternate Ending Contest
ninjadave
ninjadave Apr 20 2011, 9:33am replied:

Some are very fine quality while others were made in our TGE days, but all would do well as placeholders.

+3 votes   article: Crimson Crow's Art Assets Released
ninjadave
ninjadave Apr 7 2011, 1:10am says:

Videos are no good when you're on poor wireless. :-(

+1 vote   article: An Open Window: PLD +66
ninjadave
ninjadave Mar 30 2011, 8:05pm says:

I'll admit it, I never at all cared for the game Fuel, but seeing this mod makes me want to go out and pick it up.

+1 vote   article: FUEL: REFUELED - Competition!
ninjadave
ninjadave Mar 28 2011, 12:47pm replied:

That's an interesting method, it sort of reminds me of how modelers 'speed model' only more general development oriented.

I can't see the videos right now since I'm on poor wireless, but I'll be sure to follow them later. I didn't actually realize anyone was using similar approaches, but putting it into video like such seems like a good way to put it all into documentation.

+1 vote   article: Bows and Arrows
ninjadave
ninjadave Mar 24 2011, 2:01am replied:

Excellent ideas! I'll add more to it later.

+1 vote   media: Water
ninjadave
ninjadave Mar 23 2011, 11:59pm replied:

You can see a little a little bit of weirdness near the spear tip and the rounded parts. You may need to zoom in though.

Img860.imageshack.us

It could even be just an odd render mishap.

+1 vote   article: First model for Call of kings
ninjadave
ninjadave Sep 4 2010, 10:50pm says:

I think this is rather neat.

+2 votes   engine: Blender Game Engine
ninjadave
ninjadave Aug 29 2010, 7:16pm replied:

A tad.

I do like the design on the front. Looks powerful.

+1 vote   media: Dissent_armored_car
ninjadave
ninjadave Aug 6 2010, 10:28pm replied:

Me too. :D

+1 vote   media: Low poly Legion Sniper
ninjadave
ninjadave Jul 21 2010, 8:12pm replied:

Is it playable yet?

+1 vote   media: FPS
ninjadave
ninjadave May 25 2010, 9:27am says:

To go along with your game rewards, I recommend you watch this: G4tv.com

Its a nice article, I like it.

+2 votes   article: 5 Ways To Make Your Game Better
ninjadave
ninjadave May 17 2010, 2:44pm replied:

Nope!

Its just the console side of things isn't nearly as popular here.

+3 votes   game: LittleBigPlanet
ninjadave
ninjadave May 11 2010, 5:57pm replied:

Well it seemed pretty logical at the time, but now looking at it, that was just a silly decision.

+1 vote   article: If it had to be done all over again...
ninjadave
ninjadave May 3 2010, 2:21pm replied:

These are very nice! I already have plans for using them!
Thanks very much!

+2 votes   download: Surface pics ( variety ) for textures 2
ninjadave
ninjadave Apr 15 2010, 10:20am says:

I want to use them for something but I can't officially decide what.

I'll hold onto them for now, thanks!

+3 votes   download: Surface pics ( variety ) for textures.
ninjadave
ninjadave Apr 14 2010, 10:12am replied:

We essentially decided we'll get a first release with Torque. After that, if we feel the need to do a major revision, we can do so knowing all our previous work wasn't in vain.

+1 vote   article: Torqials #2 - Cheap Occlusion Culling
ninjadave
ninjadave Apr 1 2010, 9:29pm replied:

Well the map is underground. I didn't even realize how far underground until I fell from the top! If its too dark, we can brighten it anyways.

The orange is definitely beast.

+1 vote   media: Secondary Weapon
ninjadave
ninjadave Mar 31 2010, 5:59pm replied:

Torque isn't bad, but I do feel its poorly documented for some very specific things.
I'll write plenty more tutorials for the more complex things later.

+2 votes   article: Torqials #1 - Multiple Collision Boxes
ninjadave
ninjadave Mar 26 2010, 2:06am says:

This is very good!

+2 votes   download: Free Modern Weapons pack02
ninjadave
ninjadave Mar 26 2010, 2:04am says:

Wow, it does look quite nice.

+2 votes   download: Free Street Objects Pack
ninjadave
ninjadave Mar 9 2010, 7:00pm replied:

Actually I see some striking similarities. Nope thats not an insult. In fact I'm a little proud to have this compared to a commercial game, even if its a beta.

+1 vote   media: Red Harbor WIP Redux
ninjadave
ninjadave Mar 8 2010, 10:37pm replied:

I hope so too!

+1 vote   media: AR-MP
ninjadave
ninjadave Feb 22 2010, 6:42pm says:

UDK is really quite the engine. You'll do well.

Cheers!

+1 vote   article: Engine change
ninjadave
ninjadave Feb 16 2010, 9:01pm replied:

The poly limit can be rough, but yeah, thats definitely a good start.

+2 votes   media: Legion soldier
ninjadave
ninjadave Feb 14 2010, 7:06pm replied:

Is that a hint?

+1 vote   media: Screeching noises?
ninjadave
ninjadave Feb 10 2010, 11:27pm replied:

I like the randomized weaponry idea but the customized weaponry also sounds good. I feel I should somehow incorporate both.

+1 vote   article: Opinions and updates
ninjadave
ninjadave Feb 4 2010, 12:15am replied:

Actually it was. :( Not an exam though, just a quiz.

+1 vote   media: Relationships
ninjadave
ninjadave Jan 31 2010, 12:13am replied:

I'll be sure to get some more then!

+2 votes   download: Winter texture pack!
ninjadave
ninjadave Jan 25 2010, 10:56am says:

I like them, though might I ask, whats up with the blurred ones?
I can't think of any good uses for them yet.

+2 votes   download: Textures
ninjadave
ninjadave Jan 25 2010, 10:50am replied:

That is a pretty good idea. Next cloudy day I'm going to get some reference photos.

+1 vote   media: Harbor
ninjadave
ninjadave Jan 25 2010, 10:24am replied:

Never even experimented with all the options yet. Will do though!

And it kind of is in a way. :P

+1 vote   media: Hallway sketch
ninjadave
ninjadave Jan 24 2010, 5:51pm replied:

You may be right. Still, it does look a little funny without a shadow.

+1 vote   media: Harbor
ninjadave
ninjadave Jan 13 2010, 10:54am replied:

I've written up some ideas. I've got a much better mic since last time as well, I think we can make this work.

+1 vote   article: Opinions!
ninjadave
ninjadave Jan 8 2010, 2:19pm replied:

I like your thinking here, but I'm a little confused on what you mean.

So I announce the contest after IGOTY finished, then each indie game that creates a news post is rated by how many unique comments it gets.

So really this seems like more of a contest that you don't need to know all about to support an indie game? Well it makes sense. I wonder if there is a way to refine it.

+1 vote   article: Opinions!
ninjadave
ninjadave Dec 30 2009, 8:29pm says:

I finally found it too:

Isotx.com

+1 vote   download: Version 1.12
ninjadave
ninjadave Dec 28 2009, 1:37pm says:

The front wooden handle doesn't even look connected. I know its supposed to look like that, but I really don't think its connected.

Barrel could use some scratches or details in general.
Maybe a little more worn on the handles.

Other than that, I approve.

+1 vote   media: Tommy gun
ninjadave
ninjadave Dec 26 2009, 12:53pm replied:

Yeah, we get that a lot. This is actually the older design anyways. We kept this one over the newer one because we knew the look.

+2 votes   media: Wip Skin colors
ninjadave
ninjadave Dec 24 2009, 6:32pm replied:

Frankly with a lot of weapons, balancing isn't fun.
Not to mention the balances and differences between 3-4 different rifle stocks (so far), gun barrels (Or taking the barrel off), fore-grips, and more.

I mean to say I notice in most multiplayer games, certain weapons or classes are always over-powered. This would change things up a bit. (Thats just my opinion though.)

As of now (For co-op mode), I'm thinking this sort of 'borderlands' style. Since you brought it up, I'll look into making a sort of customizing weapons feature. No guarantees right now though.

I'm glad you like the idea so far though. I'll improve as much as I can on it.

+1 vote   media: Custom Weaponry
ninjadave
ninjadave Dec 22 2009, 12:29pm says:

Ugh. Snub-nose. The model is fine though.

How many polys and texture resolution?

+1 vote   media: .38 cal Revolver
ninjadave
ninjadave Dec 18 2009, 4:56pm says:

Shame you don't move it a foot away from the wall so you could hide behind it.

+1 vote   media: Coldwinter Inc.
ninjadave
ninjadave Dec 18 2009, 4:50pm says: +1 vote   media: New Desktop
ninjadave
ninjadave Dec 10 2009, 7:58pm replied:

Oh, I don't really aim.

+1 vote   media: Rainbow Six
ninjadave
ninjadave Dec 6 2009, 12:56pm replied:

... Something.

+1 vote   media: Hallway
ninjadave
ninjadave Dec 6 2009, 11:51am says:

Pretty well done! Again, not liking the reflection render.
Overall a nice model though.

+1 vote   media: Lever action rifle
ninjadave
ninjadave Dec 6 2009, 11:44am says:

While your at it, stretch the target horizontally.

The back of the revolver doesn't seem to have an actual texture, may want to adjust this a bit.

+1 vote   media: Hand with peacemaker
ninjadave
ninjadave Nov 23 2009, 1:10am says:

Not much at all in fact.
When a new game comes out I usually attack it and play for hours. On average, less than an hour.

+11 votes   poll: How many hours daily do you spend gaming?
ninjadave
ninjadave Nov 20 2009, 1:23am replied:

Figures.

+1 vote   media: Two places at once
ninjadave
ninjadave Nov 19 2009, 12:18pm replied:

I barely have 2Gb of ram, and its a laptop, so I really can't upgrade or do much to even try out this game.

+2 votes   article: SYNTH 1.0 BETA NOW RELEASED (MAJOR UPDATE)
ninjadave
ninjadave Nov 5 2009, 6:45pm replied:

Its the thought that counts!

+1 vote   group: Share and Mod
ninjadave
ninjadave Nov 5 2009, 11:54am replied:

I'm glad your finding a use for them!

+1 vote   download: Textures - V1.5 - Ninjadave
ninjadave
ninjadave Nov 4 2009, 6:53pm replied:

Sorry!

I'm uploading a more detailed version later, and announcing a new group!
Once its Auth'd:
Moddb.com

+1 vote   download: SaM_V1 Textures
ninjadave
ninjadave Nov 4 2009, 6:50pm says:

I'd recommend ground detail textures!
Also what res is that sign?

+1 vote   media: Entrance Model
ninjadave
ninjadave Oct 8 2009, 6:56pm says:

Been in the same boat.

+1 vote   article: Hibernation isn't Death
ninjadave
ninjadave Sep 23 2009, 7:37pm replied:

The chances of us selling it is pretty slim, even now.

Ah! Your right! We've also had recommendation for a few corpses.
I'm thinking I may tweak the map a bit.

0 votes   article: Another look at Gull City, with a bundle of screen-shots!
ninjadave
ninjadave Sep 21 2009, 10:47pm says:

I really only play the indie games... I don't own too many games to play most of the mods!
I love the indie projects anyways.

+2 votes   poll: What type of indie games do you play?
ninjadave
ninjadave Sep 21 2009, 2:02am replied:

Could you post the poly count and texture res?

+1 vote   media: Log render
ninjadave
ninjadave Sep 14 2009, 4:37pm replied:

I'm looking forward to it too. It always interests me to see other Torque devs, since there are so few around Moddb.

+1 vote   article: Requiem Dev Blog #1
ninjadave
ninjadave Sep 13 2009, 4:03pm replied:

What modeling program do you use?

Despite what you use, I recommend you look it up. Smooth shading makes a large impact on models.

+1 vote   media: Pencil
ninjadave
ninjadave Sep 12 2009, 4:23pm replied:

Kill those rats!
I started in the basement too, and all that rat killing really taught me a few of the basics. I'm not a great modeler or anything since I'm focused on programming, but knowing the basics has saved me hours of headaches with a million things.

I'm glad I can help!

+2 votes   article: Levels in Life
ninjadave
ninjadave Sep 7 2009, 11:14pm replied:

Oh of course!

This is by no means a final, we simply wanted to get a test for the voice to try out some tones.

I've never heard of a pop-filter but will check it out for later recordings.

+1 vote   media: Voice Test 2
ninjadave
ninjadave Sep 7 2009, 3:42pm says:

Fantastic work!

Your only 14? I'm kind of shocked at your skill level.
Smoothing edges just comes in time, right now this is a great start.

+1 vote   media: xm8
ninjadave
ninjadave Aug 14 2009, 1:42pm says:

Wooden pallets are actually a little flatter, at least the top and bottom planks are. I'm not sure if pallets just look different here or not, but I just used one the other day to move a bundle of tiles.

I could make a few comments on the damages on it, such as the missing plank, but somehow I don't think your aim was to create ultra amazing damage marks. More or less a simple straight-forward prop.

The texture is great! The only time I made a wooden pallet I did a terrible texture on it, thanks to my poor UV mapping skills.

+2 votes   media: Wood Pallets
ninjadave
ninjadave Aug 14 2009, 12:19am says:

Surprisingly I'm an indie developer too and have things 'a little' different.

Just to be on subject, I have a keyboard set up thats pretty similar to yours. Right along side in my room though is a set of body armor and prop weapons I use for animations (Realistic reference). If you see the video on my profile...thats where I live. Exciting huh?

Sounds like your complaining though.
Hey, if you wanted to be 'popular' and 'cool' you would be making a HL2 Zombie Mod.
Indie development is like working hard and only other indie developers notice you because they're doing the same thing.
(Woohoo! Thats obviously me.)

Dejobaan is a little bit different, but thats their thing.

Since I've worked with TGE for years and have been an indie developer for longer, I'd say your doing good for what you've made and to keep going for it!

+2 votes   article: The truth about indie game development (plus a podcast and new screenies....)
ninjadave
ninjadave Aug 11 2009, 6:14pm says:

You have several very dark renders of weapons.

I recommend getting a closer view of the model and place some sort of back drop, and get some proper lighting.

Also, you can put all the weapons into a single image and save yourself the clutter of having a bundle of images.

Once we can clearly see the weapons, then we can comment on what could be improved. :)

+2 votes   media: Main Weapon Models
ninjadave
ninjadave Aug 8 2009, 11:43am replied:

I'm thinking thats sarcasm.

Since its all caps and all.

+2 votes   download: Half-Life: Wilson Chronicles - T.U.E 1.1
ninjadave
ninjadave Aug 6 2009, 2:43pm replied:

Seeing as how its a Halo project...

+3 votes   media: Solitude Alpha Screen-shots
ninjadave
ninjadave Aug 4 2009, 5:33pm replied:

It doesn't make a whole lot of sense. Maybe its just a typo.

+3 votes   article: Slums 2 released!!!
ninjadave
ninjadave Aug 4 2009, 12:29pm replied:

Look at the download: Moddb.com

Its listed as a Slums-2 (Beta).

+3 votes   article: Slums 2 released!!!
ninjadave
ninjadave Aug 1 2009, 1:21pm replied:

Ever since TGE 1.5.2 we stepped away from desaturating everything.

Honestly the everything has a fair amount of color. It may be the lighting.
When we add lights of certain tones, it usually adds a lot of color.

If you know what it is specifically, post it! I'd be happy to fix it.

+2 votes   media: Gull City Interior 2
ninjadave
ninjadave Aug 1 2009, 1:26am replied:

Well its a photo of cracking paint, I thought it made sense.

If it seems mis-placed though, we can fix it.

+1 vote   media: Gull City Interior
ninjadave
ninjadave Jul 31 2009, 5:01pm says:

Well, look on the bright side:

+2 votes   article: WTF
ninjadave
ninjadave Jul 9 2009, 4:42pm says:

...
I'll wait for the hands to be holding it. :)

+1 vote   media: Plasma Rifle Fixed
ninjadave
ninjadave Jun 26 2009, 3:19am says:

Ah, I see a difference. Nice work. :)

+1 vote   media: Anti-aliased Lines
ninjadave
ninjadave Jun 25 2009, 4:43pm says:

Very nice.

+1 vote   article: Voice Recording
ninjadave
ninjadave Jun 25 2009, 2:42pm replied:

There really are.

I honestly checked out a lot of them, but found I really just didn't like the way they were set up, or how they were used.

An engine I previously worked with had a 'higher rating' but I couldn't stand it.

+1 vote   article: Dave's straight up engine review
ninjadave
ninjadave Jun 22 2009, 9:58pm replied:

It was a gift. :)

+1 vote   media: Microsoft Zune 30GB
ninjadave
ninjadave Jun 22 2009, 6:39pm replied: +1 vote   article: The Long Road to Bioware
ninjadave
ninjadave Jun 22 2009, 3:45pm says:

The top says 'clip' but the description says 'magazine'.

A clip and a magazine are two very different things.
Not that it 'really' matters, just letting you know.

+1 vote   media: M1 Garand Clips Finished
ninjadave
ninjadave Jun 21 2009, 1:54pm replied:

Your using the original model? Isn't that kind of illegal?

+1 vote   media: Hand Cannon
ninjadave
ninjadave Jun 20 2009, 1:27am says:

Forums!
Its especially handy for different time zones. I don't need to stay online till 2 AM to communicate to other members on my team. :D

A development wiki is up there as well. It centralized information and will save development time.

+5 votes   poll: How do you manage your team?
ninjadave
ninjadave Jun 15 2009, 1:47am says:

Hey, I wrote something like this.
But this is waaay more detailed and precise, and goes over a lot of issues I didn't mention.

I like it.

+5 votes   article: Effective use of ModDB
ninjadave
ninjadave Jun 13 2009, 11:14am says:

I love the lighting and look.

+1 vote   media: Where Marauders Dwell...
ninjadave
ninjadave Jun 8 2009, 8:41pm says:

Already downloading, looks interesting.

+1 vote   article: Spring: 1944 Operation Lyuban (v1.06) Released!
ninjadave
ninjadave Jun 8 2009, 3:19pm replied:

Well I like the concept, but honestly I think all projects should stick with the KISS principle.

As for food, the simpler the system the better.
Maybe just a simple heal effect?

Just throwing out ideas. Extra feature systems, as I've learned, should be simple and not too worried about in the scheme of things.

+1 vote   media: Ilsamir Food-seller's Stove
ninjadave
ninjadave May 30 2009, 11:50am replied:

If it helps any, you can see a general outline of the sniper rifle stock, and that gives you a pretty good idea where his head is.

Its also a little difficult to see since the sniper has a hood and cloak.

+1 vote   media: USSFC sniper 2
ninjadave
ninjadave May 30 2009, 10:38am replied:

Yeah we already have some rubble there.

If you can't tell from this screen shot though, it means I'll need to make it more obvious using bigger debris.

+1 vote   media: Gull City WIP
ninjadave
ninjadave May 30 2009, 10:34am replied:

Originally we had graffiti like in the previous picture, but Torque's decal system is unaffected by the sunlight, meaning I will need to create a whole new set of pre-adjusted decals.

I'm not complaining though, in fact I'm already working on it.

+2 votes   media: Gull City WIP 2
ninjadave
ninjadave May 28 2009, 9:18pm says:

I think you have way too many polys on the barrel. You could lower that by a whole lot and get away with it.

You should also find a way to fix that smoothing error...

Isn't there two parts on an iron sight?

+1 vote   media: The Spas 12 Shotgun
ninjadave
ninjadave May 28 2009, 9:10pm says:

Whoa!

That bright tone is killing my eyes.
You should change up the tone to something more natural.

+1 vote   media: Some where in Russia (CC)
ninjadave
ninjadave May 15 2009, 5:19pm replied:

Those are some good ideas! I'll have a talk with the mapper and see what would work best.

+2 votes   article: Catching everyone up-to-date
ninjadave
ninjadave May 13 2009, 5:15pm says:

Hmmm... I don't think I want to be put in that thing.

On the bright side, it does look very nice. If I had to complain about the design, since its quite different from the actual machine in a lot of ways, if this wasn't labeled I might have guessed it for something different.

Something as simple as those caution stickers or similar colors would make it more familiar, but that might ruin the look.

I like it as it is, I'm just noting it. ;)

+1 vote   media: Hospital Scan Unit
ninjadave
ninjadave May 12 2009, 1:13am replied:

Yeah, I'll do that. Maybe some other things like picture frames and that other decal idea we had.
In fact, we might need a lot more wall decorations. What about blinds and shades? Or a fan on the roof?

+1 vote   media: Gull City Outskirts Indoors
ninjadave
ninjadave May 8 2009, 8:42pm says:

Thats nice, I think its missing part of the iron sight though.

+2 votes   media: MP40
ninjadave
ninjadave May 4 2009, 11:02pm says:

Powerpoint?

I...didn't think that worked. Though now I'm pretty much interested and confused.

Moreover, confused.

+2 votes   game: stress defender
ninjadave
ninjadave May 4 2009, 10:56pm says:

What? Mountains?

You should see the video in my profile of Oklahoma. :)

+2 votes   media: Mountains...Part II
ninjadave
ninjadave May 4 2009, 9:48pm replied:

Good eye.
Yeah, that is a similar design to one of the shotguns we have in-game.

I don't know why the shotgun was picked over the sniper rifles, but its purely the artist's choice.

Though, with the system we have set up right now, choosing a class won't restrict your weapon. So if you want to pick the sniper class and use this shotgun, you can go right ahead.

+2 votes   media: USSFC Sniper Concept
ninjadave
ninjadave Apr 30 2009, 5:41pm says:

Simple, straight-forward, and doesn't raise legal issues.

The good ol' sphere.

+1 vote   media: Engine test
ninjadave
ninjadave Apr 27 2009, 5:20pm replied:

It was about 30-40 FPS.

+1 vote   media: The infested attack
ninjadave
ninjadave Apr 21 2009, 7:04pm replied:

Maybe its a multiple meaning t-shirt?

+1 vote   media: Moddb T-shirt design
ninjadave
ninjadave Apr 13 2009, 12:02am replied:

Thats not constructive at all.

+1 vote   media: Gaara head model
ninjadave
ninjadave Apr 13 2009, 12:02am says:

Actually its quite nice. :)

+1 vote   media: Head finished.
ninjadave
ninjadave Apr 12 2009, 6:34pm replied:

Oh, don't get me wrong. I didn't see a connection between that and 3Ds.

+1 vote   media: Mp5-C2 High Res
ninjadave
ninjadave Apr 11 2009, 8:12pm replied:

Yes, sadly the hand isn't in the picture.
The character is not set up to hold this weapon correctly yet.
As of our current build, the hand isn't cut off and floating, in fact the entire body is seen and used in the first person rendering.

This way you will be able to see your feet and where exactly you are standing.

+2 votes   media: Gull City WIP
ninjadave
ninjadave Apr 6 2009, 8:37pm replied:

Yeah, this was one of my first models.

In fact, it is my first model!

+1 vote   media: Swarm Submachine Gun
ninjadave
ninjadave Apr 6 2009, 8:33pm replied:

A what?

+1 vote   media: Mp5-C2 High Res
ninjadave
ninjadave Apr 5 2009, 11:38pm says:

Oddly, you seem to have a blue-white theme going and yet the map is very gray.
It all goes down to personal preference, but I think this would look nice with some sort of color.

+1 vote   media: Warfare
ninjadave
ninjadave Apr 5 2009, 11:33pm says:

I'd recommend checking out some photos or finding a real fire extinguisher to base your models off of.

+1 vote   media: Fire Extinguisher
ninjadave
ninjadave Apr 5 2009, 11:28pm says:

Lighting for sure needs some fixes.
I'd probably use above lights other than the lower lights as it seems more natural, but I guess thats preference.

+1 vote   media: Screenshot #2 - Bunker
ninjadave
ninjadave Apr 5 2009, 11:04pm says:

Your left wall texture is messed up.

Hey, I'd like to see this re-made in Torque Advanced with some real textures and not that orc stuff.
*hint*

+2 votes   media: Old Facility
ninjadave
ninjadave Apr 2 2009, 10:22pm says:

Also good, but some sort of relation with moddb would do much good.

+1 vote   media: Space Invaders
ninjadave
ninjadave Apr 2 2009, 10:22pm says:

Its a nice design, but something more moddb related would be good.

+1 vote   media: Bubble Splash
ninjadave
ninjadave Apr 2 2009, 10:18pm says:

Well this might sound rather useless, but some variation on the barbwire fences would be nice.

+2 votes   media: March 09 News Images
ninjadave
ninjadave Apr 2 2009, 10:13pm says:

Thats nice, but fairly odd looking for a room.

First off, the light in the corner is just strange.
The bed seems sort of tossed there. If someone was actually living here, I think they would put something in the way of the bed, mostly to give it a 'less empty' look and perhaps more privacy.

In fact, this room could use a bit more detail, like perhaps a shelf or even some boxes if they couldn't afford shelves.

Since this looks a little older and messy, I'd say hang some neat blankets to put in the way for an added effect.

Maybe make the roof older looking as well.

+1 vote   media: Monday morning New Screenshots
ninjadave
ninjadave Apr 2 2009, 7:04am says:

I already have a design working.
This might be fun.

+4 votes   article: T-shirt Competition
ninjadave
ninjadave Apr 1 2009, 11:33pm says:

Wow, thats very neat.

+1 vote   article: Gundam 1.2 release post!
ninjadave
ninjadave Apr 1 2009, 8:27pm says:

The green ground is expected to change soon.

+1 vote   media: More testing!
ninjadave
ninjadave Apr 1 2009, 8:26pm says:

Luckily its just a test map right now.

+1 vote   media: More testing!
ninjadave
ninjadave Apr 1 2009, 7:41pm replied:

I don't either.

+1 vote   media: Mp5-C2
ninjadave
ninjadave Mar 31 2009, 12:00am says:

Not really..

+1 vote   media: Mp5-c2 detailed ish
ninjadave
ninjadave Mar 31 2009, 12:00am says:

Glad you like it!

+1 vote   media: Mp5-C2 final (for now)
ninjadave
ninjadave Mar 30 2009, 11:59pm says:

Just turn them into blocks and really optimize the engine. :D
Combat boots should usually be tied. At least the wrinkles look nice.

+1 vote   media: Black Ops
ninjadave
ninjadave Mar 30 2009, 6:52pm says:

Attack it with decals!

+1 vote   media: Trying Out Hammer
ninjadave
ninjadave Mar 28 2009, 11:01am says:

Long as it looks cool. :)

+1 vote   media: The new advanced OverDose Command Console
ninjadave
ninjadave Mar 22 2009, 6:50pm replied:

Yeah, I'll try to space articles out a bit more. Sometimes things are delayed and they get sort of mashed up into a single day.

+1 vote   article: Hey! Did you notice we have a forum?
ninjadave
ninjadave Mar 21 2009, 9:47pm says:

Mother of pearl. :P

I think I'll just mix some wines together.

+1 vote   media: Ingredients
ninjadave
ninjadave Mar 21 2009, 9:46pm says:

Its does look very interesting. I haven't played something like this in ages.

+1 vote   article: March Update
ninjadave
ninjadave Mar 21 2009, 8:12pm replied:

Thanks!

I'll fix it a bit.

+1 vote   media: G-7
ninjadave
ninjadave Mar 21 2009, 8:11pm replied:

That is a sexy revolver.

If you look at my header picture, you can see what this is based off of.

+1 vote   media: T-Revolver
ninjadave
ninjadave Mar 21 2009, 1:38am says:

Fairly good on the hands. Kind of makes me want to draw some more character designs.

Only, with shirts.

+1 vote   media: Some Concepts
ninjadave
ninjadave Mar 20 2009, 9:39pm says:

Glad to see your using something thats not from FPS Banana.

But! Your UV is quite off. Is that a toe on the far right?

+1 vote   media: New Medkit *WIP*
ninjadave
ninjadave Mar 20 2009, 9:38pm says:

It kind of looks like the artist just found a real one and slapped the photo onto the model.
Unless that shine/gloss is all done with normals and specular maps.

Somehow, I'm not thinking so.

+1 vote   media: First Makings: Deagle
ninjadave
ninjadave Mar 19 2009, 10:41pm says:

I got my ipod for free so...

+1 vote   media: Microsoft Zune 30GB
ninjadave
ninjadave Mar 19 2009, 10:39pm replied:

Oklahoma isn't all plains like this.

We have swamps, dust bowls, fields, and bogs.

Also, no matter where you are, there are always horrendous mosquitoes.
Blood sucking for all.

+1 vote   media: Oklahoma in action
ninjadave
ninjadave Mar 18 2009, 6:38pm replied:

Actually this picture is pretty old. Its even from the original project, not the current one.
The new stuff will look better.

+1 vote   media: Car *OLD*
ninjadave
ninjadave Mar 18 2009, 12:01pm replied:

According to his profile, Kiopo uses a mixture of live instruments and synthesizers.

+2 votes   media: Background 2
ninjadave
ninjadave Mar 12 2009, 4:47pm replied:

Yeah, a few of them actually. Its a fairly rough sketch and rougher color version of it, but its what we have. :)

+2 votes   media: Hetokian Soldier
ninjadave
ninjadave Mar 9 2009, 10:47pm says:

I'll try. :)

+4 votes   article: Want to join the ModDB crew?
ninjadave
ninjadave Mar 9 2009, 6:53pm says:

It needs some work...

EDIT: General_Attox, I deleted your double post and accidentally deleted both.

+1 vote   media: Armor concept
ninjadave
ninjadave Mar 7 2009, 10:35pm replied:

We're warning everyone to watch out for you. :)

+1 vote   media: Gull City Concept
ninjadave
ninjadave Mar 7 2009, 8:21pm says:

Theres a little blue tab...thing above the window.

+1 vote   media: Work Station
ninjadave
ninjadave Mar 7 2009, 8:16pm says:

I can't really see anything.
Those lights surely aren't do their job right.

+1 vote   media: Vice=GriP: Vactrioce Hospital
ninjadave
ninjadave Mar 7 2009, 8:09pm says:

Your map just ends after the building.
:(

+1 vote   media: Out Of Earth - Early Poster Design
ninjadave
ninjadave Mar 7 2009, 8:08pm says:

Its a nice design, but is missing those extra things that make it really nice.

You should use some sort of decals for the back wall. Make the cliff a little more natural and less flat, perhaps light grass on the side of the cliff to make it look less plain, and variate the pipe textures a bit.

Thats just my 2 cents.

+1 vote   media: Out Of Earth Level Example
ninjadave
ninjadave Mar 7 2009, 8:06pm says:

Erm.
It could be done better.
Maybe use some color instead of no color.

That man has a see-through beanie near the top.

+1 vote   media: Out Of Earth - Poster 01 Update
ninjadave
ninjadave Mar 7 2009, 8:01pm says:

It might be just me, but it seems you've used the same tree a hundred times. Making it have more variety would look a little better. If even changing the scales a bit.

+2 votes   media: Jo's bar
ninjadave
ninjadave Mar 7 2009, 7:56pm says:

The shop lights overhead are oddly placed and don't effectively light up the room.
A room of this size would need 'row's of these shop lights.

You have way too much rubble for the holes in the roof.

Rotating the holes also would be nice. Adding some rebar or something in the holes (Like how many cement buildings are constructed) would also be nice and would make sense.

+1 vote   media: Chapter1: The Beginning
ninjadave
ninjadave Mar 7 2009, 7:54pm says:

I'd do something about the perfectly formed step cliffs you've created here.
Its not bad, it could just use some more natural deformation.

Is that the sun in the top right of the picture? If it is, the shadows seem mis-aligned.

+1 vote   media: Chapter:1 The Beginning
ninjadave
ninjadave Mar 7 2009, 7:52pm says:

You should at least try to rotate the trees so they don't look so repetitive. I'd recommend making some new material, like a wall of trees background brush, and make the forest a bit more dense looking.

The bloom is very bright, I'm not really sure whats being shined so brightly in that small spot?

+1 vote   media: Chapter1: The Begining
ninjadave
ninjadave Mar 5 2009, 8:49pm says:

Huh. I've never seen architecture like that.
Not that I can even see much, its just very different.

+1 vote   media: Stalker cat :O
ninjadave
ninjadave Mar 4 2009, 2:52pm says:

Hmm. Yes. Improperly welded if you ask me.
I really should fix it then, but I haven't found a good use for this model in the first place.

+1 vote   media: UAV
ninjadave
ninjadave Mar 4 2009, 2:50pm says:

._.'
Point them out?

+2 votes   media: Edit problems
ninjadave
ninjadave Mar 3 2009, 12:30am replied:

...maybe you shouldn't drive this...

+2 votes   media: My Car...WIP
ninjadave
ninjadave Mar 3 2009, 12:30am replied:

The actual map looks better. Which I'm sure you'll see soon enough. :)

+1 vote   media: Step 2
ninjadave
ninjadave Feb 22 2009, 7:41pm replied:

Why would you want to hit a rock or two?

+1 vote   media: My Car...WIP
ninjadave
ninjadave Feb 22 2009, 6:12pm replied:

Smoke Grenades at that. :)
You used the spectator cam to see the player's weapon huh?

+2 votes   media: Handgun
ninjadave
ninjadave Feb 19 2009, 9:58pm says:

You may be right, but it does look very similar in many areas.

+1 vote   media: Pre-release screens
ninjadave
ninjadave Feb 19 2009, 9:57pm says:

Actually, if I might say, it looks like the arm is a Gatling gun/hand.
So he can wash dishes AND do whatever you would do with a gatling gun arm.

+4 votes   media: Barratt with augmented arm
ninjadave
ninjadave Feb 18 2009, 8:38pm says:

Its not working for me. :(

+1 vote   article: Game Design Document - Everything You Need To Know
ninjadave
ninjadave Feb 17 2009, 5:16pm says:

Thats awesome!
And creepy.

+4 votes   media: Gingerbreadthug
ninjadave
ninjadave Feb 13 2009, 1:07pm replied:

Or middle click 'view original' and zoom in.

Sorry, I don't know too many ways to make this large of a picture workable like this.
I was thinking of a download, but that would be a pain.

+2 votes   media: Roundhouse Comics #5
ninjadave
ninjadave Feb 8 2009, 10:43pm replied:

The character has elbow pads on the skin.
Sadly, you can't really see that on the model by itself.

+1 vote   media: Melee Animation
ninjadave
ninjadave Feb 2 2009, 5:14pm says:

I like the design. I'm going to guess the other handle is on the other side?

+1 vote   media: WIP Flamer
ninjadave
ninjadave Jan 13 2009, 8:07pm says:

Looks like a hellfire missile to me.

I kind of want to see the explosion it makes.

+1 vote   media: NK City Concepts
ninjadave
ninjadave Jan 13 2009, 6:10pm replied:

Thats much better than my old PC, and my old PC ran TGE 1.4.2 fairly well. Though, got some streaks of lag here and there.

+3 votes   engine: Torque Game Engine
ninjadave
ninjadave Jan 3 2009, 12:45am says:

I'm always interested in Torque projects...watching.

+1 vote   game: Citadel: Reinforcements
ninjadave
ninjadave Dec 30 2008, 11:16pm replied:

We'll be re-thinking many of the core game-play elements. I'm honestly not 100% sure yet.

+1 vote   article: Good news and Bad news
ninjadave
ninjadave Dec 29 2008, 8:49pm says:

We could tone down the light a bit. Though I kind of like a good amount of lighting.

+1 vote   media: Warehouse
ninjadave
ninjadave Dec 29 2008, 3:14am says:

Well they couldn't just leave a dead body there!

Although I'd like to see some more splatter, and less drag.

+1 vote   media: NEPTUNE Media Release (11th September 2008)
ninjadave
ninjadave Dec 29 2008, 3:11am says:

Thats kind of a weird omniscient glow from above that picture frame...

+1 vote   media: Screenshots 15/11/08
ninjadave
ninjadave Dec 29 2008, 3:09am replied:

A pun?

Thats not the half of it!
Sorry, my cutting edge humor can be pretty bad sometimes.
Didn't mean to be cleaving at the model's skin so far, just really trying to get to the point.

Even if it involves cutting away at it.

+1 vote   media: Cleaver
ninjadave
ninjadave Dec 29 2008, 3:06am replied:

Which is odd. Because it notes you should also eat less bread.

I personally think the "mom and dad" movie poster is a bit freaky..

+1 vote   media: Hall
ninjadave
ninjadave Dec 29 2008, 3:04am replied:

Just add some wrinkles and it'll be ok.

Its just nice to see some new content is all. :)

+1 vote   media: First Class Suite
ninjadave
ninjadave Dec 16 2008, 12:43am says:

This sounds odd, but how did the soda machine fall like that?

I mean, the way its laying, it must have been pushed over from atop the table.
Unless of course some bandit pushed it over, realized it was sticking out too far, and decided to push it back to ensure no one would be hurt.

:)

+1 vote   media: Office
ninjadave
ninjadave Dec 15 2008, 11:18pm says:

Are you throwing it?

One heck of a melee kill.

+2 votes   media: new
ninjadave
ninjadave Dec 14 2008, 8:42pm replied:

I might actually take the mini-plates out and replace them with some sort of mechanical toes for better grip.

Thanks for the thought :)

+1 vote   media: Walker Mech
ninjadave
ninjadave Dec 8 2008, 11:31pm says:

Love the design. Very simple and detailed.
I also like the cat emblem on the gauche.

+2 votes   media: Rapier and Main Gauche
ninjadave
ninjadave Dec 8 2008, 11:29pm replied:

I believe you are right. I'll change it right away. :)

+1 vote   media: UAV
ninjadave
ninjadave Nov 20 2008, 4:52pm replied:

It is.

+1 vote   media: Concept
ninjadave
ninjadave Nov 18 2008, 12:00am says:

As if stabbing weren't enough..
Love the design, I'm assuming its electric?

+1 vote   media: Weapon Updates
ninjadave
ninjadave Nov 11 2008, 8:55pm says:

Sweet.

+2 votes   download: Iron Grip: Warlord Demo
ninjadave
ninjadave Nov 2 2008, 6:34pm replied:

This is the aiming view of course. The next picture is the default hold pose.
I've been working on something more towards the hip for a possible sprint mode, but I've made nothing official for sprinting yet.

+1 vote   media: Scar
ninjadave
ninjadave Oct 25 2008, 12:35am replied:

I'll take that as a "Still needs refinement." :)
The decal will be fixed immediately.

As for the wall. The hallway is a different brush than the larger room, so naturally there will be some error.
But thats no excuse. :P
I'll fix that too.

+1 vote   media: Decals
ninjadave
ninjadave Oct 19 2008, 11:52pm says:

Very very nice.

+1 vote   media: The Lost Woods
ninjadave
ninjadave Oct 16 2008, 2:25pm says:

We swapped that cinder block texture with a nicer one already.

+1 vote   media: Warehouse
ninjadave
ninjadave Oct 12 2008, 6:42pm says:

Brent, where you've been lately?

+1 vote   member: Billy-Brutal
ninjadave
ninjadave Oct 12 2008, 6:42pm says:

Sup?

+1 vote   member: OckeNyberg
ninjadave
ninjadave Oct 12 2008, 6:42pm says:

Thats...amazing Ocke.

I could add the 'real' one in that map you know...?

+1 vote   media: Randomness
ninjadave
ninjadave Oct 12 2008, 6:40pm says:

You need to log on more. :(

+3 votes   member: Warner
ninjadave
ninjadave Sep 24 2008, 11:54pm says:

Realism takes the next step in games: Raiding the Fridge. :)

+1 vote   media: Pointless
ninjadave
ninjadave Sep 24 2008, 10:46pm says:

3Ds? No wait...Google Sketch-up?

+1 vote   media: WIP Keep
ninjadave
ninjadave Sep 22 2008, 6:03pm replied:

For a gun that seems obvious, but for a tank?
I don't see a whole lot that can be deleted.

+1 vote   media: Tank redone.
ninjadave
ninjadave Sep 22 2008, 4:49pm replied:

Torque recommends around 1,500 polys.
I don't remember the polys right now, but I'm pretty sure we've gone way over-board.

+1 vote   media: Tank redone.
ninjadave
ninjadave Sep 8 2008, 5:42pm says:

Wow. Very detailed indeed. But I can't help but need to ask a few questions on the architecture...?

First, where is all the model data saved? I know model and texture files can get lengthy. Won't that pile up pretty quickly?
Unless it wasn't saved on the computer but was transferred somehow through the server directly and consistently. (In that case explain.)

Second, you mentioned Planservs will support up to 100 players.
So planets then will support up to 100 players each?
What if the 101th player decides to enter the Planserv?

Third, When disconnecting from a Planserv into a Solserv, constant connection is maintained to the Userserv?
Whats being transferred exactly?

This is a nice server plan. Reminds me of some similar style ones.
Sounds like you'll need a insane Server to manage something of this scale though.

+1 vote   article: This is... just about everything.
ninjadave
ninjadave Aug 25 2008, 9:48pm says:

I thought it looks fine in First Person.
But I see what you mean.

I was actually wondering where Zynthetikk put my table?

+1 vote   media: TCR-7
ninjadave
ninjadave Aug 16 2008, 1:38pm says:

Neat.

+1 vote   game: XDBase
ninjadave
ninjadave Aug 16 2008, 1:01am says:

If that was a real map, I would have at least made it snow trees. But its just a demonstration.

+1 vote   media: Forest
ninjadave
ninjadave Aug 15 2008, 4:43pm says:

Very nice

+1 vote   media: Roto5_Test
ninjadave
ninjadave Aug 8 2008, 12:59am replied:

Wasn't my choice. But hey, I learned a few things about development teams and engines.

+1 vote   article: Sadly, Dead.
ninjadave
ninjadave Jul 31 2008, 1:28pm replied:

Thats worth considering, thanks.

+1 vote   media: Main Menu Redux
ninjadave
ninjadave Jul 29 2008, 2:10pm says:

That might have been it. Try to catch me online and I can set the normals up.

+1 vote   media: Gull City
ninjadave
ninjadave Jul 23 2008, 9:49pm says:

Very nice.

+1 vote   article: Advanced Weapons of War
ninjadave
ninjadave Jul 2 2008, 10:26pm replied:

Yeah, its your texture. I didn't realize I didn't align them correctly. Leave it to a programmer to not get something right in a model. Same with the ambient occlusion.

+1 vote   media: Gun Range
ninjadave
ninjadave Jul 1 2008, 11:09pm replied:

Working on it. :P

+1 vote   media: Pre-Alpha
ninjadave
ninjadave May 20 2008, 11:39pm says:

I smoothed them out quite a bit. Still very reflective, but its an after-rain effect.

+1 vote   media: Tiles after Rain
ninjadave
ninjadave May 20 2008, 11:21pm says:

Feels somewhat lacking right now. I'm not too worried about lighting/shaders right now, as we've got a lot of models to finish.

+1 vote   media: Soldier skin
ninjadave
ninjadave May 13 2008, 9:33pm says:

Well done

+1 vote   media: Havoc
ninjadave
ninjadave May 7 2008, 11:32pm says:

Fairly tough to see the rain.

+1 vote   media: Building Distance
ninjadave
ninjadave Mar 22 2008, 3:37am says:

Looks sort of blurry to me. =/
It starting to hurt my eyes.

0 votes   media: pistol
ninjadave
ninjadave Mar 22 2008, 3:15am says:

Personally I have plenty of questions, but all I have to do is sit back and eventually they are answered anyways.

Anyways looks good.

+1 vote   media: Terrain engine
ninjadave
ninjadave Mar 10 2008, 1:10pm says:

Jumping from building to building is scary, even walking on the tilted buildings can be intimidating.

The worst part is actually falling into the water, which you'll be blinded by the muddy water and eventually drown.

+1 vote   media: the Flood
ninjadave
ninjadave Mar 6 2008, 10:13pm replied:

Its the sky bloom. Naturally its light-ish blue. It usually depends on what color the sky is.

+1 vote   media: Inner building re-make
ninjadave
ninjadave Feb 24 2008, 5:40pm says:

Hes right you know, wouldn't this be classified as a mod? Not a standalone?

+2 votes   game: CCX:DM
ninjadave
ninjadave Feb 21 2008, 1:01pm replied:

Sorry if it looks a bit rough. Hard to fix and color without photoshop. =)

+1 vote   media: Melee Weapon 1
ninjadave
ninjadave Jan 29 2008, 8:29pm says:

Tough to see building details though...

+1 vote   media: Sun Rise
ninjadave
ninjadave Jan 28 2008, 2:07pm says:

When we played this music at full blast during a zombies/Call of duty 4 match? In the darkest level?
Yeah, this music really made things creepy.
We know it works well, now we just need to put it in a great spot somewhere in-game.

+1 vote   download: Mid-Age Mines Concept
ninjadave
ninjadave Jan 28 2008, 1:51pm says:

Up against the back wall.

+1 vote   media: Kitchen
ninjadave
ninjadave Jan 27 2008, 10:23pm says:

We have a skin, its just not high enough of a resolution, and not quite complete.

+1 vote   media: MN Tank
ninjadave
ninjadave Jan 27 2008, 9:56pm says:

Its a Tavor TAR-21 and a FAMAS mixed.

+1 vote   media: Assault Rifle
ninjadave
ninjadave Jan 22 2008, 8:25pm says:

I love this game, its very well refined.

+2 votes   game: Call of Duty 4: Modern Warfare
ninjadave
ninjadave Jan 16 2008, 4:56pm says:

It can only mean one thing...
Brent you got a profile!

+1 vote   media: Heavily Infested human concept
ninjadave
ninjadave Jan 14 2008, 10:26pm says:

It'll look better in times to come.

This is more of a test preview than anything.

+1 vote   media: Texture fixes
ninjadave
ninjadave Jan 13 2008, 10:01pm says:

Yeah it is...

+1 vote   media: Rusted Gun
ninjadave
ninjadave Jan 13 2008, 10:00pm says:

Me either...
Actually since then, we might have something better.

I personally don't like huds, since it hurts realism, so I try to minimize it as much as possible.
The hud is actually going to be much more concealed than this.

+1 vote   media: Crosshair close-up
ninjadave
ninjadave Jan 10 2008, 5:27pm says:

Yeah, but oddly enough in even darker situations it helps.
It will eventually help in all dark areas once I improve it a bit.

+1 vote   media: Night Vision
ninjadave
ninjadave Jan 6 2008, 1:09pm says:

Actually it is a fairly small attic right now. I was working on it to improve the roof.

Yes, its a somewhat big lamp. Its just one of those things your likely to find in an attic.

+1 vote   media: House attic
ninjadave
ninjadave Jan 5 2008, 2:48am says:

Thats whats great about stand-alone, no games required to play it.

+1 vote   article: January Update
ninjadave
ninjadave Jan 5 2008, 2:05am says:

Textures are not final. Neither are the shadows, though we like the dark corner shadows for that creepy effect.

We can change the intensity of the shadows, from a really soft shadow to a hard light/dark contrast. The high contrast fits a noir style, and works great in the picture above.

+1 vote   media: Earth House
ninjadave
ninjadave Dec 9 2007, 11:03am says:

Nice

+1 vote   article: Bunch of updates for you
ninjadave
ninjadave Nov 10 2007, 6:17pm says:

Sorry, I didn't realize it doesn't have the name. There, that should fix it.

+1 vote   article: Playtesting Match Success!
ninjadave
ninjadave Oct 10 2007, 11:30pm says:

We've been testing out lighting all day, expect more of these.

+1 vote   media: Hallway - Lighting
ninjadave
ninjadave Sep 19 2007, 10:08pm says:

We're working on textures. We don't actually have someone to do textures so its usually the mappers going around with a camera to get a picture of anything usable.
When I'm not programming I'm also helping out with the mapping and texturing.

I've just barely started vehicle programming, I want to get tanks done but I need the artist to design the rest of the tank.

+1 vote   media: Earth Inner City
ninjadave
ninjadave Sep 19 2007, 5:25pm says:

Hetok is the biggest vehicle combat map in-game.
If your going to find any artillery/car wars/airplane fights/anything, its going to be here.

+1 vote   media: The Desert - Hetok
ninjadave
ninjadave Aug 20 2007, 5:11pm says:

This was more sheerly for looks.
Can't show off a new water texture with only so much view distance.

+1 vote   media: Improved underwater
ninjadave
ninjadave Aug 14 2007, 6:28am says:

We'll post a picture of a berserker up soon enough. They are quite a force to be dealt with.

+1 vote   article: Intoduction of classes
ninjadave
ninjadave Aug 4 2007, 12:02am says:

Great lighting effects and programming.

Really well done.

+1 vote   article: The power of Transparency and Shadows
ninjadave
ninjadave Jul 5 2007, 10:14pm says:

We don't have a team modeler so don't mind if the models arn't amazing right now.

We refinished the arm, mainly improving the claws.

+1 vote   media: Vinaw arm (start)
ninjadave
ninjadave Apr 2 2007, 8:02pm says:

No more bars of chocolate.

Looks neat, has a good draw distance, lighting looks good, and rain looks like its working well.

Got a question, the blue square edges look kind of slanted and rigid. Is that water, or water with waves?

By the way keep up the good work.

+1 vote   media: The sun shineth
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