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Messages - Cpl.Dimz

#16
Join Us / Re: Props artist
November 16, 2006, 08:02:57 PM
well , your game is based on 10 skill and 90 % ubi , thats why i dont want or need you , i was just tryin to help the sc community out , which makes up for 90 % of the flaming that was given to me , but the 10 % left is shitheads like you workin at glingy entertainment p[osting that you must have the lead mapper role , and that my attitude is unacceptable for your mod . so while you can say whatever you want , my "behavior " is a direct result of others tryin to abuse my nature , so you seriously have a social skill problem to not see it , or in the other case , you still hold grudges about some bs . either way youre right i wouldnt make it as your props slave , id hike up the poly count to millions of polys for each mesh just to piss you off , loser . you fail at me .
#17
Join Us / Re: Props artist
November 16, 2006, 05:57:29 PM
the map editor forum , and an actual mod team are two different worlds zed , i hoped you'd know that by now .

if you think that i cant discern between the two , then youd be mistaken . and im not here to lecture you , just realize that the map editor forums is to discuss how to map , has nothing to do with modeling , which i was bantered at over and over with no response untill people started gettin personal , with personal attacks , then i started the flame war . i see your attitude there is not "candy assed" , so why would you exppect me to be any nicer ? also i cleared that issue up  many times , and since im banned from ubi , i keep myself busy and stick to lamers forums if i need anything , and also help out there .

but again this is a total conversion mod , not a map that i released way too early and got attacked for , and if one of you attacked me , well i'd assume you'd be off the team before me in that case . i do not start wars , people start them for me . so if i were to join this team at all , considering your attitude towards me that just wont give , it would be all of you that need to step up your communication skills , not me . ive not once said anythign negative about anyone here .
#18
Public Discussion / Re: Style direction?
November 16, 2006, 12:43:12 AM
when you say the game lol .... i realize since it is its own engine , it is partly a different game , and of course the style and all . but soplinter cell double agent as a game (with soo and mp ) is a kickass title . i dont see anything wrong with solo , so thats why it annoys me a bit to see people trashing multip[layer calling it the whole game . you need to be more specific .
#19
Public Discussion / Re: reticles and attachments
November 16, 2006, 12:40:29 AM
yeah none of this would need to be exactly the same , if even considered .
#20
Public Discussion / Re: reticles and attachments
November 15, 2006, 11:57:11 PM
well thats a FAMAS RIS with m203 grenade launcher , the m203 launcher is what the army uses .

the overall length would be extended yes , but you gain the element of stealth that cannot be achieved if your rifle echoes througout the entire map . which is why i proposed a second game-type for use of stealthy mercs .

its one thing to hear a merc and smoke him till he coughs and passes out , its another for him to do many of the things you do , and still find him to attack .

also here is a side view :



the famas has a 1200 RPM Rate of Fire , and these extended clips would hold more shells. also the FAMAS with an upper handle would be sort of cumberosme to mount a scope onto , not much , but a flat upp rail is a nice touch . match that with a 4 x sight and cyclable reticles and you've got yourself a pretty mean wepaon .
#21
Public Discussion / reticles and attachments
November 15, 2006, 11:07:59 PM
i have access to hundreds of images , knowing off the top of my head more than a dozen sites about any kind of gear that would be used , and i realize while youre cloning versus and all , after that will be custom implementation ...

so i have some ideas , which i will update this topic with .

first , i think a number of reticles should be present , as no first person shooter (and this is 1st /3rd for anyone not ocnvinced merc is most certainly first person , and should act that way) i know of ever without more than 3 reticles .



the scope in DA is pretty good , but an Acog Reflex is a bit much . also the sight in double agent solo is pretty tight , i love the clarity in the glassed lens , so maybe something like above would be a good choice for upcoming customizations

and this for a merc weapon :



if mercs went silenced the gameplay would certainly be more interesting , since the sound of fire is often what leads the spies to the merc's position . but i believe that pt and ct versus was what it was , and it should be an option if it is even considered .

#22
Public Discussion / Re: SCCT Coop Cracked?
November 15, 2006, 10:57:27 PM
its not so much a crack , as it is using the editor's hidden functions . theres no cracking involved , so theres no worries about discussing it , as ubisoft knows about it as well .
#23
Join Us / Re: Props artist
November 15, 2006, 05:08:20 PM
to preliminary devs : i am planning on making sam fisher , with the gear from the cruise ship mission in double agent . so this will be in my spare time , and i will have a low poly and high poly version . i'll post screens when its near complete . 


[EDIT] this is a concept taken from double agent for the exterior :

#24
Join Us / Re: Props artist
November 15, 2006, 05:00:50 PM
sent you a pm .
#25
Join Us / Re: Props artist
November 15, 2006, 04:53:54 PM
dont have a whole lot more than in my portfolio and whats on this page . i cleaned out my webspace recently . so i dont have alot of my older renders , time to focus on the new .
#26
Join Us / Re: Props artist
November 15, 2006, 04:46:43 PM
these images were rendered in 3ds max . no game enigine used , but all objects are ready to be imported to the game engine .

also i have a new render with a sunset skybox over the Congo/Kinshasa

#27
Join Us / Re: Props artist
November 15, 2006, 05:52:46 AM
ok , ive modeled some more props , fresh for a splinter cell 4 motif :



ill post more objects in the scene as theyre made

#28
Join Us / Props artist
November 12, 2006, 09:23:41 PM
Hi , I am applying for character modeler or weapons /props modeler . also have very sound skills in adobe photoshop ; unreal editor ; cooledit audio recording (now adobe audition) ; FL Studio for sound sampling resampling mixing and creation of new sounds ; Mixman Technologies remixing solution for on the fly audio mixing ;Macromedia Flash 8 .

here is an updated portfolio :

http://www.dimmy.biz/portfolio.zip