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Ennui
24-03-2007, 03:19 AM
Community Project Contributors
READ THIS BEFORE POSTING!

This thread will list all 'members' of the current team for the Community Project. You may only post once in this thread! The format is simple: if you wish to contribute, fill out the following form completely. NO DISCUSSION IN THIS THREAD PLEASE. Any non-form posts or duplicate posts will be deleted without warning. If you need to change your information after the edit time limit has expired, please PM me with details. I will periodically review the list and note inactive members.

If you wish to participate in general design discussion or playtesting, do not post. Anyone in the community is welcome to do these two things and are not considered primary developers.

You may post at any time after the start of the project, but in doing so you are acknowledging an obligation to contribute! People of any skill level may help - we will turn down no-one. However, if your work is not of the quality required, it may not be included. If you have any questions or comments, PM me. DO NOT POST THEM HERE!

Applicable contributing areas are: Weapon modeling, prop modeling, character modeling, sound design, level design, advanced game design (only if you know what you're talking about, please), programming, music/soundtrack, animating/rigging, 2d art - map textures, 2d art - model textures, conceptual artist

The form:

Real name: first name only is sufficient
E-mail: please check it often, I will periodically send updates/bulletins
Contributing Area(s): see above possible areas
Experience: how long you've been doing the above
Expertise: rate yourself - novice, intermediate, or expert
Previous work: not required, but it'd be nice to see what you can do. URLs only please. Keep it tidy.
Timezone: for meetings, please use GMT+/-X format

Ennui
24-03-2007, 03:20 AM
Real name: Chris
E-mail: ennui@halflife2.net
Contributing Area(s): Level Design, Advanced Game Design
Experience: 3+ years level design, 2+ game design
Expertise: intermediate in both
Previous work: I'll bother with this later
Timezone: GMT-5 (US-East)

Stormy
24-03-2007, 04:38 AM
Real name: Martyn
E-mail: stormy101@gmail.com
Contributing Area(s): Weapon modeling, prop modeling, character modeling, advanced game design, programming, animating/rigging, 2d art - map textures, 2d art - model textures, conceptual artist
Experience: Over 3 years modeling, 3 years animation, 2 years texturing. 2d art on and off.
Expertise: 3d related work including animation pretty good. Drawing i would say "is it finished yet?"
Previous work: 3 years game design degree with modules on game design / 2d art / 3d art (max and photoshop). Currently on the Black Mesa: Source team and finishing final major project.
Timezone: GMT (London)

Naudian
24-03-2007, 05:37 AM
Real name: Adrian
E-mail: Naudian@gmail.com
Contributing Area(s): Sound Effects Design
Experience: 3-4 years of fooling around
Expertise: Intermediate I guess, I'm no expert.
Previous work: Compiling soundpacks for games like DoD, CSS, DoD:S, using/modifying/mixing others' recordings.
Timezone: GMT -8 Pacific

Jintor
24-03-2007, 06:04 AM
Real name: Patrick
E-mail: stormearth_and_fire@hotmail.com
Contributing Area(s): Conceptual artist, soundtrack
Experience: Artist: Forever; soundtrack = less than 5 months.
Expertise: Intermediate artist, novice soundtrack.
Previous work: mul.deviantart.com
Timezone: GMT+10. (East Australia)

riomhaire
24-03-2007, 10:27 PM
Real name: Cathal
E-mail: riomhaire_025@hotmail.com
Contributing Area(s): Concept artist (I want to help and I can't really do much else :( )
Experience: I've been drawing as long as I can remember.
Expertise: I can draw, I'm not the best but I'm far from the worst. I suck at faces though.
Previous work: Haven't put much on the interent. Here's 2 examples though 1 (http://www.halflife2.net/forums/showthread.php?t=117403) 2 (http://www.halflife2.net/forums/showthread.php?t=120227)
Timezone: GMT

Krynn72
25-03-2007, 11:20 PM
K, I can post again now. Thanks Ennui and Pi <3

Real name: Sean
E-mail: Freemanhl99@gmail.com
Contributing Area(s): Weapon Modeling, prop modeling, character modeling, animating, rigging, plus in 2 months time i will be taking a couple game art creation classes.
Experience: Currently 1 year into a 2 yr bachelors degree for computer animation, which involves all the above stuff. Ive been modeling though for about a year before school.
Expertise: intermediate in all
Previous work: A contest piece at CGArena: http://forum.cgarena.com/viewtopic.p...r=asc&start=60
Photobucket dump of a bunch of work. A lot of which was done before starting school: http://s125.photobucket.com/albums/p...neyse/?start=0
Final animation for my first animation class: https://media.fullsail.com/gallery41...ney_Render.mov
Timezone: GMT -5 (US-Eastern time)

TollBooth Willie
26-03-2007, 12:46 AM
Real Name: Chase
E-mail: williebananaman7@gmail.com
Contributing Area(s): Anything involving artwork.
Experience: 7 years of drawing from a kindergarten level to your average screwed up monsters derived from the deepest darkest pits of a legally and mentally insane teenager's twisted mind. D:
Expertise: I can come up with some freaky and creepy stuff.
Previous Work: Nothing big.
Timezone: GMT -6 (US Central Time)

TCfromBN
26-03-2007, 03:11 AM
Real name: Thomas
E-mail: 2sk8@bellsouth.net
Contributing Area(s): Level Design
Experience: About 3 years since I first took a stab at it.
Expertise: Intermediate
Previous work: Images can be found throughout the this (http://www.halflife2.net/forums/showthread.php?t=99634) thread. This is the only map that I've showed. I have other work that I'm currently in the middle of, however it's not in a releasable state.
Timezone: GMT-5 (US-East)

Rapstah
04-04-2007, 09:14 PM
Real name: Nathalie (Yeah, really)
Contributing Area(s): Music Design
Experience: Writing songs for a good five years.
Expertise: I'm intermediate. It's just a hobby.
Previous work: Hundreds of unreleased songs. None if you wish.
Timezone: GMT +2

Absinthe
04-04-2007, 11:42 PM
Real name: Chris
E-mail: anasynth@gmail.com
Contributing Area(s): Music Composition
Experience: 4+ years in Acid, FL Studio, Rebirth and Reason on the whole
Expertise: Very competent with Reason. Expertise with particular styles varies.
Previous work: Two failed projects. No existing URLs any more, unfortunately.
Timezone: GMT-5 (US-East)*

*This may possibly change.

clarky003
05-04-2007, 01:30 AM
Real name: Matt
E-mail: mattattthegolfcourse@msn.com
Contributing Area(s): Visual design, 3D modelling, texturing, source compiling , handy with conceptual art too
Experience: 4 years experiance with 3Ds max, and 5 in photoshop, 6 months experiance with Z brush, 2 years experiance with the source engine, indepth understand of hammer and model compiling.
Expertise: intermediate to expert quality work depending on art style, always at a high quality.
Previous work: http://img.photobucket.com/albums/v238/Clarky003/babydragon_ssshdri.jpg , http://img.photobucket.com/albums/v238/Clarky003/Prime1.jpg , http://img.photobucket.com/albums/v238/Clarky003/Nightfall/Alleyskip.jpg , http://img.photobucket.com/albums/v238/Clarky003/Nightfall/paintpot.jpg.
Timezone: GMT (London)

6Three
05-04-2007, 01:34 AM
Where is ze antlion!

Ren.182
09-04-2007, 10:26 PM
Sorry, I totally forgot about this part of the forum :P

Real name: Beck
E-mail: beck_shaw(at)hotmail.com
Contributing Area(s): 3D Modelling, Mapping, Coding (somewhat), 2D art, could do art too.
Experience: Been 3D Modelling and mapping for about a year now. Coding for about 6 Months and 2D art/drawing for a long time.
Expertise: www.r3n.co.uk/college/portfolio.doc
Previous work: See above.
Timezone: GMT

Koola Mena
22-04-2007, 01:35 PM
Real name: Robert
E-mail: slipped_disc26@hotmail.com
Contributing Area(s): Conceptual Artist
Experience: Two years...
Expertise: Intermediate. Eager to gain more xp.
Previous work: -
Timezone: 8+ GMT

Azner
09-05-2007, 12:36 PM
Real name: Timothy
E-mail: azner2254@hotmail.com
Contributing Area(s): Concept Art, Level design.
Experience: 2-3 years for concept art. 2 MOnths for level design.
Expertise: novice(I honestly have no talent, but i try my best)
Timezone: GMT +08:00

mindless_moder
15-10-2007, 09:22 AM
Real name: Franklyn
E-mail: franklynd@gmail.com
Contributing Area(s): Programming,modeling(props) and texturing.
Experience: about 3 solid years of programming experience none of which is source related.
Expertise: intermediate i dont have as much experience with realtime systems as most game developers.
Previous work:
-models
http://img164.imageshack.us/my.php?image=tactilearmmodel2bl2.jpg
http://img105.imageshack.us/my.php?image=tactilearmrenderia5.jpg
http://img472.imageshack.us/my.php?image=tactilesmgrender02uc7.jpg
wips that i may never finish.
http://img248.imageshack.us/my.php?image=tactileshotgunconcept03jd8.jpg
http://img149.imageshack.us/my.php?image=gat25ec6.jpg
i also have a vid of a small game i made a while ago, its really nothing special it was implemented with the help of 3rd party libraries. i used newton for physics and irrlicht for rendering.
http://youtube.com/watch?v=hCv9lqy_ZpY
Timezone: GMT - 5

Krynn72
16-10-2007, 12:56 AM
You can code you say?

How easy do you think your skills can transfer?

mindless_moder
16-10-2007, 05:51 AM
You can code you say?

How easy do you think your skills can transfer?

thats rather hard to state at this point mostly because i personally do not believe that source is the best platform to build this mod/game upon.

Ennui
16-10-2007, 06:04 AM
I still think we'd be better off with Torque myself.

mindless_moder
16-10-2007, 12:04 PM
I still think we'd be better off with Torque myself.

i wouldnt mind contributing if you decided to go that way although i want to suggest an alternative. we could just make our own engine by stringing a few libraries together "spare parts" if you will.

we can use :-
-Ogre (http://www.ogre3d.org/) for rendering.
-Newton (http://www.newtondynamics.com/) or Physx (http://www.ageia.com/) for physics.
-OpenAl (http://www.openal.org/titles.html) for sound .
- and Raknet (http://www.rakkarsoft.com/) for networking.

these libraries are free for non-commercial use and are very well documented, choosing this path might increase development time but it will allow for a much cleaner implementation.

the torque engine will cost us around 150$ the above will cost us nothing and with the exception of the Raknet and Physx are all free and open source.

Krynn72
16-10-2007, 03:42 PM
As cool as that sounds, I think thats a bit ambitious for our project. Especially considering the size of our coding team :|

Im still down for torque though.

Absinthe
16-10-2007, 04:49 PM
Whatever's most familiar to the coders. Until we get a good few that can come to some kind of consensus, it seems out of place for anybody else to argue about it.

mindless_moder
17-10-2007, 12:54 AM
It is indeed quite ambitious the only reason im suggesting it is because
a) nobody knows how to implement vehicles in source especially not in a multiplayer environment whereas it would be fairly straight forward to implement such a thing in newton or physx.
b) the structure of the game engine can be designed to suit our needs we wont have to work with a system that is needlessly convoluted.
c) i hate to say this but it doesnt seem like people are willing to donate money towards the project so torque is out of the question.

edit: when i say "nobody" i mean nobody who is willing to contribute to our project.

Krynn72
17-10-2007, 03:36 PM
Well the biggest problem with that that I can see is that, well, it would be all you. You would need to make it, tweak it, maintain it, and fix it. I really dont think its a good idea to put all that one one person, and i imagine you wouldnt want to do it all either. With source or torque, we already have a code base established, so if something goes awry then we can never really fall beyond that point. And your argument about having nobody to help implement vehicles into source kinda works both ways. We also dont have anybody who can implement vehicles into our own engine, beyond yourself. Although, if its immensely easier to do, then we may be able to get some other people on board easier. I think if we can find more people who would be able to work with our own engine then its a good idea to go that way, but I just think its too risky to start from the ground up, relying everything on just one or two volunteer coders.

Oh, I'd be willing to part with some cash to get torque.

mindless_moder
17-10-2007, 06:51 PM
well actually if everything is well documented then working with our own engine wont be any different from working with a commercial or well established engine and given that we dont have any other coders we're going to have to rely on me regardless :P, im not exactly too comfortable with that but i guess more will follow as we progress. im completely open to torque , im going to download the demo and see how it goes. i think the real reason i suggested it is because i've always wanted to write my own engine :(.

Ennui
17-10-2007, 07:00 PM
If you think you'd be capable of writing your own engine, then by all means we can do that. That would give us efficiency and ultimate flexibility.

How would we import levels and models though?

mindless_moder
18-10-2007, 01:41 AM
If you think you'd be capable of writing your own engine, then by all means we can do that. That would give us efficiency and ultimate flexibility.

How would we import levels and models though?

ogre can load bsp maps (not hl2 BSPs) and it has a mesh exporter for 3dsmax and maya.
edit: i think we need a special staff forum to discuss this kind of stuff a "contributors" section ? it shouldnt be too hard to setup in VB.

Ennui
18-10-2007, 04:05 AM
ogre can load bsp maps (not hl2 BSPs) and it has a mesh exporter for 3dsmax and maya.
edit: i think we need a special staff forum to discuss this kind of stuff a "contributors" section ? it shouldnt be too hard to setup in VB.

Absolutely. Get the ball rolling again. I had actually thrown up another forum offsite but that will work better.

Also, it might be easier to do in Source if we can find a way to implement the karts as player models rather than actual vehicles (and just not have the ability to exit the kart).

mindless_moder
18-10-2007, 08:39 AM
btw krynn we will have to buy a single user license for each programmer or artist that uses the toolset.
edit: this must be a joke ... the online documentation is only a "preview" :S ... am i missing something here?
http://www.garagegames.com/docs/tge/general/pt01.html
http://www.garagegames.com/docs/tge/general/pt04.html

Ennui
18-10-2007, 10:08 PM
Staff forum is on its way. Moder, do you have MSN or AIM?

Yorick
18-10-2007, 10:21 PM
Staff forum is on its way. Moder, do you have MSN or AIM?

Why does a community project need a staff forum?

Ennui
18-10-2007, 10:24 PM
to separate discussion/feedback from actual development. it won't be private or anything.

Krynn72
18-10-2007, 11:56 PM
btw krynn we will have to buy a single user license for each programmer or artist that uses the toolset.
edit: this must be a joke ... the online documentation is only a "preview" :S ... am i missing something here?
http://www.garagegames.com/docs/tge/general/pt01.html
http://www.garagegames.com/docs/tge/general/pt04.html

Oh, laaaame. And yeah, thats retarded that they only give you preview documentation.

Yorick
18-10-2007, 11:57 PM
to separate discussion/feedback from actual development. it won't be private or anything.

Carry on then! :E

mindless_moder
20-10-2007, 07:44 PM
hey ennui , i pmed you my msn contact details. not quite sure if it got through.
its roboz40[@]hotmail.com

97AndyMacK
24-10-2007, 06:02 PM
Real name: Andrew (Andy plz)
E-mail: 97andymack@googlemail.com
Contributing Area(s): Programming, Modeling, Mapping
Experience: Did about 1yr with HL1 & 6mnths for HL2
Expertise: Novice-Intermidiate
Previous work: None releasable.
Timezone: GMT

This sounds good and I want to help. Plz accept me :)

mindless_moder
25-10-2007, 07:31 AM
im not sure if you received my invite but if you're on msn or gmail just add me, my contacts are

franklynd[at]geeemail.com

and

roboz40[at]hawtmale.com

Gazork0
03-04-2008, 09:10 PM
Real name: Esben
E-mail: esben.tipple@gmail.com
Contributing Area(s): 2d art - model textures
Experience: About three years, self-taught
Expertise: Intermediate
Previous work:
http://esben.tipple.no/images/gpl/nascar/et_aero88_orly.jpg My first proper go at painting a car.
http://esben.tipple.no/images/gpl/nascar/veedub_racing1.jpg Transferring the idea over to a Craftsman truck.
http://esben.tipple.no/images/gpl/nascar/et_pta_audi_orly.jpg ...and again to a Trans-Am Mustang.
http://esben.tipple.no/images/gpl/nascar/nitroade_cup.jpg This is one of the cars in the background in the Pixar movie "Cars".
http://esben.tipple.no/images/gpl/nascar/nitroade_nurby.jpg I liked it so much that I made a skin for it.
http://esben.tipple.no/images/gpl/gtp/nitroade_gtp.jpg ...and again for this GTP Jaguar.
http://esben.tipple.no/images/gpl/nascar/vtr_330.jpg Pretty basic, but making it look smooth and flowing on this horrendous model was a real challenge.
(All done with pre-made templates)
Timezone: GMT +1 (Central European Time)

Just thought I'd throw my name in there. I'm not expecting much but I'd be willing to lend a hand, provided it is needed :)

-Kashmir-
24-05-2008, 04:10 AM
Real name: Jackson
E-mail: jelliedonut767@bellsouth.net
Contributing Areas: Level design, plot, enemy design, weapon design
Experience: 8/10 months, self taught
Expertise: Novice/ Intermediate
Previous work: Nothing really big to say
Timezone: GMT-5