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Comment History
prowokator
prowokator - - 26 comments @ Viking Raiders Mod Team

Setting up a private forum/site for our development purposes. Project is still up and running - stay tuned :)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ New Website and Forum!!

I sent today some private messages as (it seems) this message didn't quite get through here, or in the forum thread. One more reason to move our private forum elsewhere.

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Raiders_Reward

downloaded and tried but
I get an RGL error:
"get_skeleton_anim failed for run_man_right"
I get it with my weapons test mod too now.. I got the same error with 1.003 so I updated my M&B to 1.011 but still got the same error.. :( I wonder whats up with my M&B..

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Banelion

Criticism always appreciated ;) How ya doin' in the better part of N.America? PS. Don't eat the yellow snow (a finnish proverb)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ prowokator

Haha, sure, lets start with the Metallica vs Megadeth debate right away ;)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Mod Siggy's

I love the image in the middle and the runic writings in this one!

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Mod Siggy's

I would remove the blurred/smudged effects from the red text, and actually I would remove the whole hammer and the text and possibly make that image an avatar to use. Just some simple text with Viking Raiders and an url would be the best looking (usually is atleast). But the background image is really nice. Then again I like the one with that medieval panting of an viking army standing in a boat too.. Combine them? :D

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Corrected Logo

Flames look better now, and the text is more readable, great job!

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Viking Heavy Infantry Helmet

Not possible to do such a helmet if you want to keep the mesh undeformed by the characters appearance.

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Viking Heavy Infantry Helmet

Thanks for kind words guys :)
@Mydrall check my models thread and get one right there!
@Mularac I spent almost a whole day working on it, it took many hours to finish.. but I enjoyed every moment of it :)

Note to people testing it: The characters appearance (how you have modified he's/her's face) causes noticiable deformation in the face grid when you take the face gen sliders to extremes (small head/big head). This is not my fault, it's the engine - and I couldn't find a good way to work around this problem.

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Viking Heavy Infantry Helmet

Your models were good considering how little experience you have - Sure they had some weird vertices problems but the form was good, and your polygon "flow" looked pretty good too. Practice practice.. And I'm far from a good modeller - average at the best X) but thanks you all for your kind words. :)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Viking Heavy Infantry Helmet

I will probably remove the studs and make them only in the texture.. not sure yet, have to test it ingame see how it looks. Cheers :)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Logo for the mod

Nice one :D

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Large Billhook

"Professional" means that you get paid for what you do. So they didn't get paid for being soldiers, but they did get paid for being robbers.
They did conquer parts of russia, england, france, baltic countries... - things like that would need some sort of planning too ;) Moving thousands of men in boats all the way down to mediterranean area means that they weren't just a blood thirsty bunch of dopeheads and alcoholics :D I don't mean they were superb in any way compared to other people, but historians used to portray them in rather genric fashion, making them look worse than they were. Which is ok for games though ;)

Good read: En.wikipedia.org(885-886)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Large Billhook

Thanks for the feedback :)

When you swing it you use both hands, I just haven't yet changed it to be held in both hands otherwise (and I think it's using one handed weapons skill atm :lol: ).

I could make something more "finished" looking to be used as a real weapon, as that is just a peasant tool that I thought they would use as they can't afford real weapons. It's not like everybody used to own a sword in scandinavia, not to mention armour (atleast not in Finland area.. did you know that making a full body chainmail took ~3 years to make :O think how expensive they would have been)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Large Billhook

it's bloody only after use ;)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ 1h Axe Texture

Yes much better! Now make a black and white picture to test the speculars :) BTW I used DXT1 for my texture .dds files - not sure if making the speculars through the alpha channel of the texture is any better than that technique.

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Lapp Boots - finished?

It's probably tge perspective doing tricks, atleast when playing I din't notice them being too big (though it's easy to get blind for your own mistakes when working many hours with the same thing). Yeah the ornament was added rather hastily.. have to play with it some more, change the pattern atleast.

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Viking Raiders Mod Team

Huh, is that like 8th of 970 mods out there? :O Does it mean how actively people check it or what the heck? :D

Good karma+1 vote
prowokator
prowokator - - 26 comments @ 1h Axe Texture Concept

You might lighten the wooden handle so the details would show better, and add some randomness to the blade, the black area looks a bit gradient like ;) If I stick my nose to the screen I can make out all the detail in the handle, and they look really good. :D also test it ingame early enough so you don't need to redo stuff - textures look a bit different ingame as they have a shader applied to them. Also create a specular shader of some sort before testing it so you can work with them both at the same time. Making the specular map work with the diffuse so that they enhance and support eachother is the key to create cool textures. So all dents and scratches don't shine like the rest of the model. Huh, enough tips? :D Looks really good as it is!

Good karma+1 vote
prowokator
prowokator - - 26 comments @ War Hammer

Looks great! Try to get it ingame and see if those smoothing groups are even necessary on the handle. I bet the players hands cover it most of the time :) And with the texture on it the model changes a lot so some smoothing groups are just waste of time :D

Good karma+1 vote
prowokator
prowokator - - 26 comments @ billhook - texture WIP

I can try to help you out, but I must say that using photoshop isn't my strongest area. PM or mail me if you have questions :)

Good karma+1 vote
prowokator
prowokator - - 26 comments @ ModDB Metal appreciation society

Metal rocks! ...uh :D

Motörhead (Don't tell me it's not metal. Motörhead is everything.)
Megadeth
Manowar (since I was 8 years old so I can't stop liking it)
Metallica
Maiden (Iron)
Amorphis
Slayer
and many others from metal genre
and even more other from other genres ;)
And I have to admit that some "techno" too (8 bit, C-64 sid chip tunes and other stuff that sounds like from an old game.. and some ambient)

Good karma+2 votes
prowokator
prowokator - - 26 comments @ Re-made sword

Looks nice, and glad to hear you had the nerve to "fix" the mesh :) I myself easily sway towards high polycount, and this mod project is really cool practice to keep the polycount in mind. Your models look better and better dude, keep it up!

Good karma+1 vote
prowokator
prowokator - - 26 comments @ billhook - texture WIP

lol keep your pants on there mate! :D but thanks. I still need to make the brass parts from the handle and the blade look more like metal. Actually, they will look better when it is ingame and has specular shader applied to it.. but that means I need to figure some stuff out with BRF edit X_x back to work ->

Good karma+1 vote
prowokator
prowokator - - 26 comments @ Test meshes

Sword model looks good and the proportions look realistic, but a couple points I'd like to share:

Remove the 5 edge loops that go around the handle, they are not adding to the geometry and they raise the polycount. And the handle is something that is not seen in game (as the players hand is covering it). Also, it looks like there could be some topology issues in the end of the handle (the "knob"). Hard to explain, but if you want to know more let me know :)

And last but not least; a sword model should be created so that it can be split from the middle. As the geometry and the texture are identical on both sides of the sword (unless you actually WANT the other side have some details the other side doesn't have, like some engraving etc) the mesh should have one edge loop that goes all around the model so that when the model is unwrapped, the UVW maps can be on top of eachother to save space and to make the texture creation easier/faster.

Good karma+1 vote