I am a Canadian from Niagara, Ontario. I enjoy mapping, texture development, writing, and sound production. I have worked with Source, CryEngine, and the Unreal Engine. I have a Masters in Political Theory and a Bachelor of Arts for Applied Linguistics. That is all.

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pliskin.nh
pliskin.nh @ Metal Gear Solid: Source Developers

This comment has been posted in a private group.

pliskin.nh
pliskin.nh @ Metal Gear Solid Source MOD 2015 Update

Well let's get this back up and running then.

Good karma+2 votes
pliskin.nh
pliskin.nh @ Big_Shell_EF

Thanks. Glad you enjoy it.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Shadow Moses Tank Hanger Multiplayer Edition

Ya, it's not the best work (far from it) but it's practically all that remains.

Good karma+1 vote
pliskin.nh
pliskin.nh @ GUI Studio MDL 1.0

Nevermind, I found a better one: Wunderboy.org

Good karma+1 vote
pliskin.nh
pliskin.nh @ GUI Studio MDL 1.0

Thought I'd give this a test...

The version of studiomdl you provided does not work with a quick test prop I just made; it doesn't recognize the $staticprop variable.

I tried it with a copy of studiomdl from sourcesdk/ep1 and it says tier0.dll is missing from computer and cannot compile.

Therefore I edited my .qc file and removed the $staticprop line so your version of studiomdl could recognize it, and it gave me the error no ref.smd file! (I assure you it exists in the same folder as the .qc file).

Good karma+3 votes
pliskin.nh
pliskin.nh @ Urban Ultimatum (CE3 Test)

Do you need textures? I am pretty accomplished at making realistic textures.

Good karma+1 vote
pliskin.nh
pliskin.nh @ XSI Valve Source Tools

For some reason softimage is having trouble creating the menu for ValveSource (something to do with valvesourcetools.js).

I have Softimage 2012 64bit Student Version and the 6.02 version of your tool. Any Ideas? Could it be because it's not the Mod Tools version? There's really no difference.

What does your plugin rely on?

Good karma+1 vote
pliskin.nh
pliskin.nh @ Umbra

Umbra... Elder Scrolls inspired? Lol. Look at the title font!

Good karma+2 votes
pliskin.nh
pliskin.nh @ Crystal Dynamics engine

Are there SDK's available for this engine? Specifically the Deus Ex version?

Good karma+3 votes
pliskin.nh
pliskin.nh @ Map: The Dam

Reminds me of the silo from hl2:ep2. Looks great either way.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Metal Gear Solid: Source

I'm sorry to say this guys, but at this point in time, progress has ground to a halt.

One of our team members has been out of contact for several months now, our programmer has landed an official programming job and his priorities have shifted, and since the loss of so much time and effort with my computer crash, I haven't been motivated to continue.

It is possible that months down the line we may start up again, however if this is not the case I am more than happy to release what content still exists to the general public, or those who may wish to continue this project (with consent from the other team members obviously).

I have always wanted, and still do, to contribute to the Metal Gear Solid universe. I am currently in the early stages of creating a possible storyline for Snake and Otacon's Philanthropy activities. If it takes the medium of video games, it will more than likely be on a different, more recent engine.

Sorry for the news, folks.

- Pliskin.NH

Good karma+1 vote
pliskin.nh
pliskin.nh @ Metal Gear Solid: Source

Lol, nice.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Metal Gear Solid: Source

Mmm, and who the hell wants to see more standard hl2 textures? Certainly not me.

Good karma+2 votes
pliskin.nh
pliskin.nh @ More Final Level shots

Even in portal they used those railings - and they didn't fit!

Good karma+1 vote
pliskin.nh
pliskin.nh @ Dear Esther promo movie

Forsight methinks. The new one has to be purchased, lol.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Dissolution Ingame

8472, your mod looks cool. I am downloading now and am anticipating a fun time. I appreciate the hard work you've put into this, especially into the story.

A quick note for your mappers: The brushwork near your lights could benefit from the use of smoothing groups and tweaking the lightmaps a tad.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Off Limits - closing in on beta!

I conquered.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Abydos

As in my other posts, sandstone bricks shouldn't have this much specularity.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Abydos

I don't think sandstone bricks should have that much specularity.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Metal Gear Solid: Source

Did you even bother to look at the last news post? No, we are still very much alive.

Good karma+1 vote
pliskin.nh
pliskin.nh @ The Citizen

Your patch download is ******.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Stargate : The Last Stand

Is this really worth downloading anymore? Does anybody still play?

Good karma+1 vote
pliskin.nh
pliskin.nh @ Mod Progress

Our plan has always been to release this in a few managable segments.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Metal Gear Solid: Source

Lmfao. God those tips were awful.

Campbell: Snake, you can use (x) to roll and dodge away from enemy gunfire.
Snake: Colonel, you can use (x) to dodge your parenting problems with your "niece". Oh wait, no you can't.

Regardless, we plan on adding support for the ps3 controller.

Good karma+1 vote
pliskin.nh
pliskin.nh @ GoldenEye: Source

Thanks. Worked.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Minerva - Metastasis

Lol, a fluke?

Good karma+1 vote
pliskin.nh
pliskin.nh @ GoldenEye: Source

I continue to get Invalid SteamID ticket when trying to connect to any servers related to GES. I thought the new 4.1 release would fix my problem but it has not.

I have tried doing a clean install of the mod: no success. All other online steam games (cs:s, dod:s, sg:tls) seem to work fine. Please advise.

Good karma+1 vote
pliskin.nh
pliskin.nh @ The Commander's Room - WiP

You mean the outer tiles? That was the colour I intended them to be, however I found they seemed slightly christmasy, so I desaturated them a bit.

Keep in mind this screenshot does not have the cubemaps built, so the beautiful specular maps made to go with these textures aren't in use.

Good karma+1 vote
pliskin.nh
pliskin.nh @ Metal Gear Solid: Source

One of the beautiful things about this MGS is that a lot of the story was told using codec sequences. This is an inescapable fact unless we were to completely overhaul the story and have Col Campbell, Mei Ling, Naomi, and Otacon following behind snake in a cardboard box (lol).

For the cinematics that are in the game, there usually isn't too many difficult things to reproduce. As you stated, the hard parts are the custom AI, boss fights, and overall game mechanics.

Another benefit we have is that with the conclusion of the story with MGS4, we really have a lot of story and history that can be incorporated into our mod via little details that will make you say, "Aha! Now that makes sense why liquid would say that!"

In this point in the mod, the mapping is taking number one priority. We are putting a lot of detail into the maps, because there really was a lot of stuff to work with in the original, both texture and architecturally-wise which we can expand upon to create an even more living, breathing, and realistic Shadow Moses Disposal Facility.

Thanks for sharing your thoughts, your interest helps fuel us!

Good karma+2 votes
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