Computer Science Student. Maker of things.

Comment History  (0 - 30 of 473)
SecretImbecile
SecretImbecile Mar 31 2014, 8:37pm replied:

The terrain is tessellated, so it'll keep reducing in resolution and FPS will never become an issue.

The real giveaway would be the texture repetitions on the dark terrain texture.

+2 votes   media: Europe Map
SecretImbecile
SecretImbecile Jun 21 2013, 6:38pm replied:

I'd second that. I think you'll get better results with a simpler mesh.

I think something along the design of this model, with a less sci-fi look would look better. Forums.cgsociety.org

+2 votes   media: Work in Progress Far Cry 2010 Mod 0.16.28
SecretImbecile
SecretImbecile Feb 19 2013, 1:20pm replied:

The stupid graffiti is not.

0 votes   article: FakeFactory's Cinematic mod 12
SecretImbecile
SecretImbecile Feb 13 2013, 2:15pm says:

Ah excellent. As usual it will be entirely brilliant apart from the hormonal-centric character models.

-1 votes   article: FakeFactory's Cinematic mod 12
SecretImbecile
SecretImbecile Feb 4 2013, 6:24pm says:

Far more impressive than the title had me believe.

+3 votes   media: CELERYLAND - by Jason Stokes
SecretImbecile
SecretImbecile Jan 26 2013, 5:08pm says:

is that a UV fix? that looks awesome =)

+1 vote   media: HRT 1.4
SecretImbecile
SecretImbecile Jan 26 2013, 4:04pm says:

This should be awesome. Would love to see some of the towns from RnL in CE3 =)

+3 votes   game: Resistance and Liberation
SecretImbecile
SecretImbecile Dec 29 2012, 2:43pm says:

Nice detail =)

+1 vote   media: Track screenshots
SecretImbecile
SecretImbecile Dec 10 2012, 11:11am says:

Neat. I love the Pseudo-Realistic Approach =)

+1 vote   media: Space Hallway - by David Brumbley
SecretImbecile
SecretImbecile Dec 6 2012, 11:45am replied:

The normal on the brick looks a bit odd.
I would suggest making a custom heightmap (with brick as white and the grout as black), converting that to a normal (cryTIFF export option), then overlaying that with the crazybump normal and blending them.

+2 votes   article: News update
SecretImbecile
SecretImbecile Dec 4 2012, 12:50pm replied:

I'm using Photoshop to make seamless textures from photographs. My shader maps are made in photoshop or using the cryTIFF plugin

+1 vote   media: Darling textures
SecretImbecile
SecretImbecile Dec 2 2012, 2:04pm replied:

It's probably a good idea to familiarise yourself with the cryTIFF plugin, if you use photoshop.

Generally, most surfaces benefit from more subtle shaders. Here's A metal floor surface I made. Crydev.net

+1 vote   media: Darling textures
SecretImbecile
SecretImbecile Dec 1 2012, 6:24pm says:

I think your normal maps are too powerful; Especially in this one, you're losing recognition of the material.

+4 votes   media: Darling textures
SecretImbecile
SecretImbecile Sep 24 2012, 11:32am replied:

probably not, based on BF4's turnaround time. =)

+1 vote   media: Terrain test - by Wenda
SecretImbecile
SecretImbecile Sep 2 2012, 2:47pm replied:

because america...

+6 votes   media: OF2 - Urban Chaos (Canals)
SecretImbecile
SecretImbecile Aug 17 2012, 5:45pm replied:

yes, that's the cause of the bug listed in the thread

+2 votes   article: Introduction To CryEngine3 Programming (Setting up the Project)
SecretImbecile
SecretImbecile Aug 17 2012, 8:08am replied:

yes.
The code is supposed to include windows.h instead of afxres.h in the express version, but the if statement didn't seem to be working

+2 votes   article: Introduction To CryEngine3 Programming (Setting up the Project)
SecretImbecile
SecretImbecile Aug 8 2012, 4:59pm replied:

Ah, this thread sorted it out Crydev.net

+2 votes   article: Introduction To CryEngine3 Programming (Setting up the Project)
SecretImbecile
SecretImbecile Aug 8 2012, 2:32pm says:

Hey,

Thanks for the tutorial. It compiles up to the following error, "cannot open include file 'afxres.h'". Any idea what's up?

+2 votes   article: Introduction To CryEngine3 Programming (Setting up the Project)
SecretImbecile
SecretImbecile Jun 9 2012, 5:13am says:

Nice indeed.
From what I remember, these types of objects usually have an LOD without wire, which may be necessary if having multiple of those objects in a scene is a problem.

+2 votes   article: Dev Blog #6: Wire Wrestling
SecretImbecile
SecretImbecile May 22 2012, 5:31pm says:

This is extremely impressive. I think some details on the path and some ToD tweaking would make this look brilliant.

+1 vote   media: WIP 08
SecretImbecile
SecretImbecile Apr 17 2012, 3:56pm replied:

Audacity. I get sounds from freesound.org, and in this case added a low pass filter to simulate the sound passing through a wall

+1 vote   media: Boxcar interior
SecretImbecile
SecretImbecile Apr 15 2012, 6:24am says:

looks fun, just in a £2 app sort of way, not a £17 game way.

+3 votes   game: Bridge Constructor
SecretImbecile
SecretImbecile Mar 23 2012, 5:48pm says:

if you increase the HDR factor on them sparks to brighten them, and have the room lights emitted from the water level, that might improve the visuals in that room.

This may be of use to you Worldofleveldesign.com

+1 vote   media: Electrical hazard
SecretImbecile
SecretImbecile Mar 14 2012, 4:19pm says:

1300 polies is way too high for a barrel. You should be able to get most of the details in that for less than 500 faces

+1 vote   media: Metal barrels
SecretImbecile
SecretImbecile Mar 14 2012, 4:10pm says:

the visuals are lovely, though I found the controls to be a bit annoying. The cornering on large turns works really well, but on smaller turns I can't get the control I want.

If possible, I'd like to maintain grip when not accelerating in a corner, and then drift when I accelerate. At the moment, not accelerating makes me drift and accelerating just makes me crash.

But, super cool =)

+1 vote   download: Turbo Run Pre-Alpha 1
SecretImbecile
SecretImbecile Nov 11 2011, 12:22pm replied:

no, Cryengine 1 En.wikipedia.org

+1 vote   article: Far Cry 2010 Waterfall demo
SecretImbecile
SecretImbecile Nov 2 2011, 5:39am says:

Great to see some progress, looks awesome

+2 votes   article: Development Recap - October
SecretImbecile
SecretImbecile Oct 21 2011, 4:43am says:

that's pretty awesome =)

+4 votes   media: MineWars by ultek
SecretImbecile
SecretImbecile Oct 5 2011, 4:32pm replied:

you mean a 560GTX and 4GB of ram surely?

+2 votes   media: problem with cry 3 on other computers
SecretImbecile
SecretImbecile Aug 13 2011, 5:11am says:

Looks like an awesome Idea. I think some of the animations could do with a little tweaking, but it looks fun =)

+2 votes   game: In The Dark
SecretImbecile
SecretImbecile Aug 5 2011, 2:09pm says:

A remake sounds great, though keep the same narrator, cause He was perfect for the role =)

+5 votes   article: Updates
SecretImbecile
SecretImbecile Aug 1 2011, 10:01am replied:

Fail
--Win

+6 votes   media: Screenshot
SecretImbecile
SecretImbecile Jul 25 2011, 5:42pm says:

nice, Though I'd try some other water materials, the current one's foam is too bright for the scene

+1 vote   media: OwNaGe
SecretImbecile
SecretImbecile Jul 24 2011, 5:34pm says:

very awesome =)

+2 votes   media: Map: The Dam
SecretImbecile
SecretImbecile Jul 13 2011, 2:32pm says:

Update!

Looks fairly awesome. Can't see anything to fault there

+2 votes   media: Map: The Dam
SecretImbecile
SecretImbecile Jun 12 2011, 1:07pm replied:

Thanks, Looks awesome

+1 vote   media: Far Cry 2010 Mod V0.15.59 Level Training Final
SecretImbecile
SecretImbecile Jun 12 2011, 12:59pm says:

Since It's being awkward, any chance of a youtube link?

+1 vote   media: Far Cry 2010 Mod V0.15.59 Level Training Final
SecretImbecile
SecretImbecile May 20 2011, 4:15pm replied:

Looks awesome/interesting =)

My crit would be the smoke should be bluer, to look like its behind the fog

+3 votes   media: The Rift
SecretImbecile
SecretImbecile May 11 2011, 2:52pm says:

That does looks awesome, the cubemap on the water seems a bit bright though

+1 vote   media: Part 2 - Catacombs
SecretImbecile
SecretImbecile May 8 2011, 7:16am says:

not bad, but you should definitely do it in the art style of the game graphics, this kind of thing 1.bp.blogspot.com

+3 votes   media: Conceptual Title image
SecretImbecile
SecretImbecile May 7 2011, 5:24pm replied:

Its the bytes used to store integer values. 2^16 bits. Which is more than enough maps

+1 vote   article: The maps!
SecretImbecile
SecretImbecile May 3 2011, 4:07pm says:

Two things elude me, motivational music, and why people can't cycle for real.

But those are just opinions, that works brilliantly for its purpose.
I would Improve the scenery later in the video, as it goes from amazing to somewhat lackluster at 13:00 in. Depends how you want it done, but if its going to be stored as a video, then you may as well add as much detail as you can =) personally

+1 vote   article: Spinning and Cycling demo - 33 minute serious gaming/machinima
SecretImbecile
SecretImbecile May 1 2011, 3:02pm says:

I see some odd shading, perhaps there are some polygons facing towards the roof?

Looks awesome by the way

+1 vote   media: Far Cry 2010 Work in progress V0.15.53
SecretImbecile
SecretImbecile Apr 29 2011, 4:15pm says:

increasing contrast won't improve the texture, You need to add cloth detail to the texture

+1 vote   media: Comparison of Texture look: HDR-modded
SecretImbecile
SecretImbecile Apr 29 2011, 4:14pm says:

not bad, but you should match the sand texture colour to that of the original

+1 vote   media: more in-game screenshots
SecretImbecile
SecretImbecile Apr 3 2011, 11:01am says:

I think the top two parts of the hud would look better at the top of the screen, but it looks nice otherwise. If its possible, having the milliseconds in subscript would be nice as looking at four sets of numbers might be difficult in a mid-race glance

+1 vote   media: Reworked Race HUD [Rev.1]
SecretImbecile
SecretImbecile Mar 28 2011, 1:52pm says:

nice, but could you not add a few more polygons to the model?

+2 votes   media: Far Cry 2010 Work in progress V0.15.49
SecretImbecile
SecretImbecile Mar 10 2011, 12:39pm says:

Perhaps a description on the video itself would be slightly more useful? =D

This is the Cinema version of Cryengine 3, the features in the video are largely exclusive to this version

+1 vote   media: CryEngine 3 GDC 11- Tech Showcase
SecretImbecile
SecretImbecile Feb 19 2011, 5:12pm replied:

hopefully should be very fun to work with, watching the weather change when the station is destroyed

+1 vote   media: Revised storyline
SecretImbecile
SecretImbecile Feb 19 2011, 12:44pm replied:

its a mix, I'm trying to include cut parts but not things that were cut for a reason

+2 votes   media: Storyline Map
SecretImbecile
SecretImbecile Feb 1 2011, 2:49pm says:

ooh =D

+1 vote   media: Free Roam Extreme Screenshots
SecretImbecile
SecretImbecile Jan 13 2011, 4:37pm buried:

(buried)

the metal could do with a tad of rust, keep the green though, it looks great

-6 votes   media: OF2 - M40A3
SecretImbecile
SecretImbecile Dec 23 2010, 1:44pm says:

seems a bit odd having the computers need the open edge. Maybe a solid wall?

+1 vote   media: Computers
SecretImbecile
SecretImbecile Dec 23 2010, 1:40pm says:

very nice, but a bit under detailed. Maybe if you have a grated floor with small pit underneath, this kinda thing Planetmedia.gamespy.com

+1 vote   media: Combines
SecretImbecile
SecretImbecile Dec 23 2010, 1:37pm says:

Map seems to end suddenly, but EP2 had that problem as well. Looks nice otherwise. APC placement seems a bit random.

+1 vote   media: Road assault
SecretImbecile
SecretImbecile Dec 15 2010, 2:31pm replied:

Install Crysis patch 1.2, running the game a few times may help

+1 vote   download: The Call of the Fireflies - Release
SecretImbecile
SecretImbecile Dec 7 2010, 3:19pm says:

that smoke doesn't look too great in bright sky, try some others

+1 vote   media: Rush - City View from Start
SecretImbecile
SecretImbecile Dec 3 2010, 5:29pm says:

I fail to see what was wrong with the old SMG, and having an ACOG sight doesn't fit with HL gameplay

Make the old one better, but please don't change the weapon

-1 votes   media: SIG SG552 RIS in Source with HUD icons.
SecretImbecile
SecretImbecile Nov 27 2010, 8:47am replied:

This maps at least suggests pripyat, and most likely IS pripyat. Its a fine recreation, like STALKER only better =D

+3 votes   media: Ghost Town 2010
SecretImbecile
SecretImbecile Oct 11 2010, 6:38am says:

the angles a bit odd, perhaps have it smash straight into the cliff

+2 votes   media: Crashed VTOL
SecretImbecile
SecretImbecile Oct 11 2010, 6:38am says:

hmm, needs more red around it, ATM it looks like you've got an eye problem

+1 vote   media: New HUD and Blood effect
SecretImbecile
SecretImbecile Sep 25 2010, 12:21pm replied:

Box letters should be 3d!

+1 vote   media: New vegetation and new assets
SecretImbecile
SecretImbecile Sep 2 2010, 9:25am says:

Maybe Make It look a bit more realistic?

0 votes   media: Final version for the crates and textures
SecretImbecile
SecretImbecile Sep 1 2010, 3:39pm replied:

Its sooo fun video editing =D

+1 vote   media: Fallout 3 Reborn V8.0 Post-Release Trailer
SecretImbecile
SecretImbecile Aug 30 2010, 2:45pm says:

nice, but don't stick identically to the beta version, try make your version as original as possible whilst keeping the key points in

+5 votes   media: Manhack Arcade WIP
SecretImbecile
SecretImbecile Aug 29 2010, 7:00pm replied:

It should be good to have some progress again

+1 vote   media: Moving To Cryengine 3
SecretImbecile
SecretImbecile Aug 4 2010, 3:21pm says:

nice!

EDIT: mess around with colour correction, that could make it a heap better

+1 vote   media: some map im makeing
SecretImbecile
SecretImbecile Aug 3 2010, 5:40pm says:

well ripped =/

+2 votes   media: Radscorpions
SecretImbecile
SecretImbecile Aug 3 2010, 3:07pm says:

try use the same effect but a lot smaller around what you already have

0 votes   media: Logo
SecretImbecile
SecretImbecile Aug 2 2010, 3:54pm says:

one thing to say is the block on the right (when zoomed in) looks almost real, I think if you get the fog this good in other places it should look amazing

+1 vote   media: AtmosFear 2 for CoP
SecretImbecile
SecretImbecile Aug 1 2010, 1:23pm replied:

would just be the fast zombie, which shares its animations with the scrapped combine guard

+1 vote   media: Zombie Assassin - WIP
SecretImbecile
SecretImbecile Jul 28 2010, 1:29pm replied:

yeah, Have an empty plug at the water level or something

+1 vote   media: more pics lol
SecretImbecile
SecretImbecile Jul 26 2010, 12:52pm replied:

yeah, even a road would make it a bit more believable but a small town opposite the pitch would be ideal

+1 vote   media: ss_dust
SecretImbecile
SecretImbecile Jul 26 2010, 12:46pm replied:

Agreed, love it!

+1 vote   download: Backpack 3000 fact sheet
SecretImbecile
SecretImbecile Jul 26 2010, 8:28am says:

I wouldn't use that, The vault purifier is a much smaller affair, that is designed to purify the wastelands water

+1 vote   media: Vault 151 Water Purifier
SecretImbecile
SecretImbecile Jul 26 2010, 8:27am says:

cool, please make a sim =D

+1 vote   media: Vault 151 Virtual Activity Area
SecretImbecile
SecretImbecile Jul 22 2010, 3:34pm says:

tust looks good, but only if you rust all of the sentry

+4 votes   media: Work In Progress
SecretImbecile
SecretImbecile Jul 20 2010, 11:22am says:

Looks very nice

+1 vote   media: Updated Hotel, Interior view
SecretImbecile
SecretImbecile Jul 18 2010, 5:22pm replied:

It's the new engine too isn't it?

Try reverse modding it into half life 2 =)

+2 votes   article: Valve announce Alien Swarm
SecretImbecile
SecretImbecile Jul 18 2010, 10:18am says:

the cliff texture should be stretched out, its reapeated too much ATM. Otherwise very nice

+2 votes   media: Texture replacing feature
SecretImbecile
SecretImbecile Jul 15 2010, 5:25pm replied:

You thinks thats something? did you see what the catholics used to do?

+2 votes   media: CS_Northtower by J Kendall-Torry & 1390 D4V3
SecretImbecile
SecretImbecile Jul 15 2010, 9:18am says:

ooh cool, reminds me of bioshock 2 MP...

+1 vote   media: Opening room concept
SecretImbecile
SecretImbecile Jul 13 2010, 10:58am replied:

I did enjoy the mod, 5 is average, and 6 is ABOVE AVERAGE. the way you review mods dosen't represent a reliable scale. If that is a 9, then what is a mod like 'outpost 16' worth, 23/10?

PS. What If I do sing the HL2 Theme?

PPS. what HL2 Theme song?

+1 vote   article: Review Of Joutomaa
SecretImbecile
SecretImbecile Jul 12 2010, 4:37pm says:

Obviously haven't used it yet but from what I've heard This should be an excellent engine to work with. The graphics look a but cartoony, But I'm sure its just a matter of improving your assets.

Awesome Job!

+1 vote   engine: Traktor
SecretImbecile
SecretImbecile Jun 26 2010, 6:13am says:

some kind of support structure on those walls would make it look a lot better, and perhaps scale up the texture as It looks too repetitive at normal size

+2 votes   media: Level 4 - Very Vertical (intro)
SecretImbecile
SecretImbecile Jun 24 2010, 5:08pm replied:

because he plans to rip them?

+1 vote   media: Weapons for my mod
SecretImbecile
SecretImbecile Jun 10 2010, 4:39pm replied:

firstly, read. secondly, which is bold like the other scores?

+2 votes   article: OutPost 16
SecretImbecile
SecretImbecile Jun 10 2010, 4:38pm says:

Yes I found the mod thoroughly enjoyable, and good enough to be a proper spin-off from HL2, which is why it deserves such a good score

+3 votes   article: The Citizen
SecretImbecile
SecretImbecile Jun 9 2010, 9:17am says:

hah, monolith strelok

+1 vote   media: Strelok
SecretImbecile
SecretImbecile Jun 9 2010, 7:35am says:

very nice, textures need work though

+1 vote   media: MRP Hotel
SecretImbecile
SecretImbecile Jun 9 2010, 7:35am says:

mmm nice, lighting is incomplete though

+1 vote   media: MRP Hotel
SecretImbecile
SecretImbecile Jun 9 2010, 7:34am says:

I imagine a night club would tire easily, and if the music can be heard outside of the building, annoying.

I would consider doing a bar/pub instead

+1 vote   media: MRP Night Club
SecretImbecile
SecretImbecile Jun 8 2010, 5:33pm replied:

you put the ladder in seperatley methinks

+2 votes   media: Watch Tower
SecretImbecile
SecretImbecile Jun 8 2010, 5:31pm replied:

Mmmmmmm...

+1 vote   media: Blender Model in Cryengin2
SecretImbecile
SecretImbecile Jun 8 2010, 5:30pm says:

revolving grate of TERROR!

please get rid of it and but a fence there I beg of you!

+1 vote   media: One mans world
SecretImbecile
SecretImbecile Jun 8 2010, 5:26pm replied:

valve does have a habit of making a rather rubbish music genre amazing...

+1 vote   media: Joutomaa Development
SecretImbecile
SecretImbecile Jun 6 2010, 7:44am says:

how many textures do you plan to illegally rip?

+1 vote   media: eye compiuter
SecretImbecile
SecretImbecile Jun 6 2010, 7:42am replied:

why? they're moving to a more modern, capable, FREE engine?

+6 votes   article: Ancient Rome on UDK !
SecretImbecile
SecretImbecile Jun 4 2010, 2:12pm replied:

they're distasteful for a game like this

+10 votes   download: SC Realistic Weapons add-on 0.8
SecretImbecile
SecretImbecile May 30 2010, 7:50am replied:

To be honest, you may want to consider using a 3d version of those buildings, however well you make it at that distance it looks too 2D

+1 vote   media: Building Overview 1
SecretImbecile
SecretImbecile May 30 2010, 7:48am replied:

agreed

+1 vote   media: Borealis, shelter
SecretImbecile
SecretImbecile May 30 2010, 7:46am says:

Like this

+1 vote   media: AC_P1 Demo
SecretImbecile
SecretImbecile May 29 2010, 12:47pm replied:

Images1.wikia.nocookie.net

thats more or less what I have in mind

+1 vote   media: Planned Route In Game
SecretImbecile
SecretImbecile May 28 2010, 7:50am replied:

[article has been updated]

+1 vote   article: Joutomaa Review
SecretImbecile
SecretImbecile May 22 2010, 10:42am says:

personally I would use a slightly darker fog

+1 vote   media: Cloud City - Carbon Chamber
SecretImbecile
SecretImbecile May 21 2010, 11:57am says:

nice, obviously we want to see portals =)

it would be nice if you could incorperate the Hl2 (or more) weapons with a more portal style HUD, perhaps no health meter and icons of bullets for a ammo display (like MOH:AA)

+2 votes   media: Lead Pipe Demo
SecretImbecile
SecretImbecile May 20 2010, 11:34am replied:

cool

+3 votes   media: Call of Pripyat Complete
SecretImbecile
SecretImbecile May 18 2010, 2:43pm replied:

like yourself saying what a stupid comment =/

+1 vote   media: Abandoned
SecretImbecile
SecretImbecile May 17 2010, 3:55pm replied:

good point, but city 17 is in the evening

+1 vote   media: HQ Moon Texture
SecretImbecile
SecretImbecile May 16 2010, 12:40pm replied:

great, I'll be sure to translate some signs in the game
(except city 17, combine are speaking english)

+1 vote   media: Planned Route In Game
SecretImbecile
SecretImbecile May 16 2010, 6:09am replied:

more awesome when you kamikaze it into a skyscraper =)

+3 votes   media: Planned Route In Game
SecretImbecile
SecretImbecile May 15 2010, 3:45pm replied:

yeah, Norway's on the left, if it gives you a better sense of where

+1 vote   media: Planned Route In Game
SecretImbecile
SecretImbecile May 14 2010, 4:49pm says:

nice hills, but isn't the area around chernobyl flat?

+6 votes   media: Call of Pripyat Complete
SecretImbecile
SecretImbecile May 14 2010, 4:27pm says:

I posted the exterior view to show what the architecture looks,

(View Original) should give you a bigger picture

+1 vote   media: Citadel - Roof
SecretImbecile
SecretImbecile May 14 2010, 4:23pm says:

very nice

the trees need some work, but otherwise great

+1 vote   media: Remaking Military
SecretImbecile
SecretImbecile May 14 2010, 1:30pm replied:

okay, I pasted it from the readme

+1 vote   article: Rather important issue
SecretImbecile
SecretImbecile May 10 2010, 4:36pm says:

I think the interface needs work, It looks somewhat tacky, a good HUD could make the game look a lot better

+1 vote   media: progress renders/screenshots
SecretImbecile
SecretImbecile May 9 2010, 5:22am says:

Roof looks very cool BTW, may post it

+1 vote   media: Multiplayer - Citadel
SecretImbecile
SecretImbecile May 4 2010, 11:34am says:

seems quite an empty scene. That texture needs work because you can't really tell what material it's supposed to be

+1 vote   media: Screenshot
SecretImbecile
SecretImbecile May 4 2010, 11:33am says:

that decal is pretty horrid, its an effect they stopped using soon after HL came out.

if you want to use it, change the texture to about 10% of what it is now

+1 vote   media: Screenshot
SecretImbecile
SecretImbecile May 4 2010, 11:32am says:

lighting needs improving. With that light at the back the scene should be quite bright

+2 votes   media: Screenshot
SecretImbecile
SecretImbecile May 4 2010, 11:32am says:

what you've put over the stock character textures seems like it could be improved

+1 vote   article: Character Renders
SecretImbecile
SecretImbecile Apr 30 2010, 4:55pm says:

a good moon is always a good idea, you'll be seeing a lot of it =)

+1 vote   media: Moon
SecretImbecile
SecretImbecile Apr 30 2010, 2:25pm says:

Is he tame?

that would be awesome

+1 vote   media: Sams mod 1
SecretImbecile
SecretImbecile Apr 29 2010, 4:10pm says:

This will mainly feature in ravenholm, the only time gordon travels at night in the original. This will help reinforce you are still on a combine led world

+2 votes   media: HQ Moon Texture
SecretImbecile
SecretImbecile Apr 29 2010, 3:33pm says:

Updated 29/04/10:

I know it looks rubbish, but the grey sky looks a lot better in game. Really moody and depressing

+1 vote   media: New Station - Window Textures
SecretImbecile
SecretImbecile Apr 29 2010, 1:56pm says:

Oh I know that feeling =/

+1 vote   media: ONE NUCLEAR BOMB CAN RUIN YOUR WHOLE DAY
SecretImbecile
SecretImbecile Apr 28 2010, 4:36pm says:

CRAZY DANCE!

+1 vote   media: Stuff
SecretImbecile
SecretImbecile Apr 28 2010, 4:36pm replied:

Lol,

Nice btw, darken the texture and add some scraped off white text, that would look awesome

oh, bake some light on

+1 vote   media: The M50
SecretImbecile
SecretImbecile Apr 28 2010, 4:31pm replied:

lol stop staring =)

the blue ambience is pretty awesome, a refreshing change to the orange tones we're used to

+1 vote   media: Apartments Update!
SecretImbecile
SecretImbecile Apr 28 2010, 4:30pm replied:

Definitely change the detail of the areas the player won't see into bumpmap

PS, looks awesome

+1 vote   media: AK107 Textured
SecretImbecile
SecretImbecile Apr 28 2010, 3:36pm says:

A brilliant Trailer, I felt the BETA did little to live up to this

+1 vote   media: GDC '09: Trailer
SecretImbecile
SecretImbecile Apr 28 2010, 3:04pm says:

Excellent lighting, perhaps too much Post-Processing

+1 vote   media: Colour Changing
SecretImbecile
SecretImbecile Apr 28 2010, 3:01pm says:

looks like decay...

+1 vote   media: pic1
SecretImbecile
SecretImbecile Apr 28 2010, 12:55pm says:

awesome, but needs cluttering up to match the exterior and storyline

+1 vote   media: First Look at Interior
SecretImbecile
SecretImbecile Apr 25 2010, 3:20pm says:

looks... crappy... from afar

+1 vote   media: optimized map
SecretImbecile
SecretImbecile Apr 25 2010, 3:20pm says:

=O

lol, pretty awesome man, you will probably want to extend the forest to the area around the hotel

+1 vote   media: More screens
SecretImbecile
SecretImbecile Apr 25 2010, 10:59am replied:

TY

+1 vote   article: Thoughts?
SecretImbecile
SecretImbecile Apr 25 2010, 10:59am replied:

somewhere from earth? dammit now I have to start over ;)

+1 vote   article: Thoughts?
SecretImbecile
SecretImbecile Apr 23 2010, 5:45pm says:

PS, I updated the floor texture, I'm just using the old one around the station

+3 votes   media: Nostalgic?
SecretImbecile
SecretImbecile Apr 23 2010, 11:46am replied:

I probably will replace them with metrocops when I get round to it

+1 vote   media: Update - To apartments [Updated-23/04]
SecretImbecile
SecretImbecile Apr 22 2010, 11:32am says:

not bad, they need random timing though, some advanced particle features would be great if you don't have them already

+2 votes   media: Spark Emitter
SecretImbecile
SecretImbecile Apr 21 2010, 4:59pm says:

Its hard to see the sun rays there, but they make a huge difference, making V.High quality worth it

+3 votes   media: Graphics comparison
SecretImbecile
SecretImbecile Apr 21 2010, 3:33pm replied:

second that

+1 vote   media: Oliver The Duck! W.I.P
SecretImbecile
SecretImbecile Apr 21 2010, 3:31pm replied:

May I? =)

the stripes down the handle are due to wasted polies, and there's more from the underneath view, you should try deleting faces and making more simple ones

+1 vote   media: feinwerkbau pistol
SecretImbecile
SecretImbecile Apr 21 2010, 3:29pm says:

awesome! did you use SSS in the render?

+1 vote   media: Breath - Erik Kinsley WIP
SecretImbecile
SecretImbecile Apr 20 2010, 4:30pm says:

not bad, but needs to be brighter, a huge single light used like a sun should look good to create some global lighting

+3 votes   media: Utapau
SecretImbecile
SecretImbecile Apr 19 2010, 1:40pm says:

nice, should make an excellent sky-box =) planet's fiery core

+3 votes   media: Concept Art - Ballsopt
SecretImbecile
SecretImbecile Apr 19 2010, 1:37pm says:

is this a black mesa area?

Needs a better wall texture to make it a bit more interesting, and maybe a smooth tiled metal floor. If you want me to make a mock up reply

+1 vote   media: Remaining Images
SecretImbecile
SecretImbecile Apr 19 2010, 1:36pm says:

nice, I think rather than the planet the story is based on, It should constantly be in the sky-box, like a twin planet. that would be brilliant

+5 votes   media: Remaining Images
SecretImbecile
SecretImbecile Apr 18 2010, 3:13pm says:

Wow, An excellent mix of space exploration and high detail small scenes. just amazing!

+1 vote   media: Engine demonstration
SecretImbecile
SecretImbecile Apr 18 2010, 3:09pm replied:

PS, that screen looks awesome

+2 votes   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:38pm says:

A TOD like this in the final game would have made it awesome

+1 vote   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:38pm buried:

(buried)

I prefer that RPG model, don't like the explosion much though

-5 votes   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:37pm buried:

(buried)

this doesn't do the game any justice, looks too much like far cry

-8 votes   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:37pm replied:

They're very early korean models, might even be the Chinese models

+1 vote   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:36pm replied:

It's one of the most original levels in modern FPS games

+19 votes   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:35pm says:

best thing ever tire-popping =)

+4 votes   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:35pm replied:

yeah

+2 votes   media: In-game
SecretImbecile
SecretImbecile Apr 18 2010, 1:13pm replied:

yeah, that's an overview, so you wont even see that in game. I've already started adding detail with crysis assets inside

+1 vote   media: The Finished (Alpha) Version of the station
SecretImbecile
SecretImbecile Apr 14 2010, 3:14pm says:

this looks particularly nice, can you dirty up the walls at the back with decals or something?

+1 vote   media: Subway
SecretImbecile
SecretImbecile Apr 14 2010, 3:13pm says:

Not bad, needs dirtying up a bit.

-1 votes   media: Baikal MP-133
SecretImbecile
SecretImbecile Apr 14 2010, 3:12pm replied:

To be honest, something from the HL universe should stem from much simpler backgrounds. A barely maintained vehicle would be a logical vehicle in the HL universe. If your going to use a BMW, it would be awesome to see it completely rusted, panels peeling off the car itself =)

+1 vote   media: BMW 3 Sedan
SecretImbecile
SecretImbecile Apr 13 2010, 3:36pm replied:

The Gamma! It BURNS!

+2 votes   media: Screen from modding community
SecretImbecile
SecretImbecile Apr 11 2010, 4:34am replied:

barrels should look a lot better =)

+1 vote   media: Bored? Buy Crysis
SecretImbecile
SecretImbecile Apr 10 2010, 12:46pm says:

PS. Sorry about the video capture lag =(

+1 vote   media: MY ORANGE SQUARES TURNED BLUE?
SecretImbecile
SecretImbecile Apr 9 2010, 6:34am replied:

Not really, I want to keep it close to HL2, but I may use a slightly creased jump and sprint speed without changeable modes

+1 vote   article: The Plan
SecretImbecile
SecretImbecile Apr 8 2010, 2:49pm replied:

you think?

+1 vote   media: "Heddy"
SecretImbecile
SecretImbecile Apr 8 2010, 6:40am says:

Please note I want to change the Head system later on mainly because of cryteks... sexism issues

+5 votes   media: WIP Skins - Conscripts
SecretImbecile
SecretImbecile Apr 8 2010, 5:51am replied:

It's a Straight Translation :p

+1 vote   media: New Station - Poster
SecretImbecile
SecretImbecile Apr 7 2010, 2:19pm says:

Nice, if you take crysis for example, those thin bits of explosion that spray out shoud have black smoke trails, should improve it a lot

+1 vote   media: Particle Paradise 2.0
SecretImbecile
SecretImbecile Apr 7 2010, 10:17am replied:

Thanks, the plan is to create a much more diverse range of enemies and weaponry in this game. I will use a similar system to Crysis for weaponry, but I will remove the customisation, so you will hold one or two of each weapon type.

I plan to use a lot of modern day weaponry, as well as combine issue weapons, and hopefully a better melee selection. I want to add aliens from Blue shift and opposing force, as well as some of the cut Half Life enemies

+1 vote   mod: Half Life - The Uprising (CE2)
SecretImbecile
SecretImbecile Apr 6 2010, 2:30pm says:

you should leave an ominous toe on the table as an easter egg =)

+2 votes   media: screenshot
SecretImbecile
SecretImbecile Apr 6 2010, 8:27am replied:

Okay, I've Played, here are my suggestions

Shared ammo pick-ups - the weapons are shared but I found myself desperately low on ammo

Don't restart level - Loading takes too long, especially as low player numbers mean it need to be restarted often. you could probably kill and re-spawn all the NPCs instead, or have a mode where the enemies stay dead when you re-spawn

+1 vote   mod: Half-Life 2 Campaign
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