Fatkid Forger

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Everything posted by Fatkid Forger

  1. True, not entirely sure how CS map making works still but that makes enough sense to me. Which do u think is better to create in and design for outta h5 and cs?
  2. I remember the H5 version, looks sick, why is it orange?
  3. Yeah, I watched the first 10 minutes with my dad when I was 7, had to leave the room after the dog scene lol. Gonna watch it again with a friend soon! Army of Darkness is funny af, Aliens is probably one of the first horror films I ever saw, the woman stuck in the wall begging to be killed still gives me chills. X) I don't think I've watch ressy 1 all the way through, but it has some great tension with the elevator at the start and the laser grid room. Haven't seen train to busan but it's on my list and looks like what WWZ should have been. Pred 1 is a classic but super camp lol. IT I haven't seen but have heard good things about. Not seen any nightmare or 13th films, I can only imagine the crossover is quite goofy. Paradox is such an odd film, dunno why it was part of the trilogy. Jurassic Park is bloody ace! and so is a quite place. That's a great list, I might sit down and see if I can list a bunch myself at some point, but if I were to recommend you some I'd say Shaun of the dead, Rec and maybe the host.
  4. Starting a thread for topdowns. I'll just start with this old one but I'll post more as and when. Feel free to share your own. 🙂
  5. Np, just glad someone can make use of it. 🙂 Does Unity have similar scaling to unreal then?
  6. Just over a month ago, I reached out to @a Chunk to ask if I could create a concept, front end NLD app UI piece for my ongoing portfolio. As ever, he was very supportive and I got started the next week. Before I post it in my portfolio, I feel it's right to get some feedback first. As the majority of you are familiar with the site, I figured these are the best testers I could ask for. So, using Adobe XD, I created a prototype that explores the basis of how the navigation would work in this app. I would be very happy if at least some of you could have a play around on it and offer any feedback below! 🙂 Here's a link to the Adobe XD onsite file which will remain active after I make updates so feel free to use this link again when I announce any further updates: https://xd.adobe.com/view/e4d2cb88-db83-408d-95ec-85a75edc5607-b181/ Please be aware that this is a prototype and as such demonstrates ideas and concepts at base levels, it's not a fully functioning app so certain features and systems won't be accessible. In the final version, I hope to make a few more intractable elements, but I can't spend weeks designing every page and possible system lol. About the Development: For me, converting any type of media to an app initially requests a simplification of fundamental mechanics. Most of us just use our thumb on a touch screen and we don't want to have to scroll for ages or get lost too deep in page after page to find what we're looking for. So here are some of the new features proposed with this UI: > Search tabs at the top of most pages allow you to locate any post or project using keywords associated in the titles, dates, users or posts themselves. This has allowed me to turn huge threads that have transformed into constantly developing conversations like WAYWO into a 'most recent' feed system without the concern that a user won't have a substantial navigation tool to find older posts. > The "Jump Back Into" menu on the home screen allows the user to quickly access any forum, thread or gallery they've most recently visited. For me, this is useful as I mostly enjoy browsing the "Inspirations" gallery and I know a lot of the elite core practically live on WAYWO, so being able to get straight back into the chat is quite vital when you're on break or only have a few minutes to spare. The assets that took quite a lot of my time up during this project was the iconography. With the homepage elements that symbolise the "Projects", "Community", "Resources" and "Shop"; I had some fun trying to incorporate game design imagery with existing, universally understood semiotics within these titles. I didn't wanna just make them feel like stock icons, instead make them feel very personal and integrated with the notion of this site and what it's about. So not only will people understand which icon takes them to what page upon first interaction, but also the vibe and nature that is exclusive to those found on NLD. I also ended up doing a remaster of the logo for Chunk so we now have a more HD version of the original. 🙂 Thank you to Chunk for allowing me to tamper with his site and also to JoeSubbi for constant feedback throughout to creation of this initial version. Lastly, to all those who have and are yet to give feedback. Your ideas help drive me to further create better designs by improving on my work, thank you! 🙂 I hope you enjoyed hearing a bit about this project. 🙂
  7. Would rather they delay to improve than release a half baked mess that kills off the community and overall playercount within the first few months. Though, its no safe bet its gonna be gud whenever they release it.
  8. Watched Carpenter's The Thing in full for the first time yesterday. Probably one of my fav horror films now 🙂
  9. Super rough, not to scale, draft from looking around it on forge, but should help as an initial reference
  10. Quickly wanna ask, apart from Infinite, which games during the showcase are you potentially interested in getting? I think so far all the Obsidian games look cool, obviously haven't seen much of Avowed yet, but grounded could be a nice little experience so long as they get the combat to feel dead satisfying. Stalker 2 (maybe) and Fable are gonna be up there for me as well.
  11. Everything just looks like its only been in the oven for half the specified time. I'm expecting a lot more texture and grit in the final product. E.g.
  12. Its like they saw the giants causeway and were like "ppl think this is cool" without understanding that's only because its a natural formation. I don't get why forerunner architecture would be that pointless and simplistic, seems like a waste of resources.
  13. A personal task I've given myself this last week was to figure out the translation of Halo 5 Forge units to Unreal Engine 4 Geometry Brush lengths. Figuring out the correlation started with the basic player viewpoints/model heights. For my example I used the default UE4 character model for first person/third person shooter starter packs. This way all base UE4 shooter starting points should work well with this scaling. The obvious equivalent to this in Halo 5's Engine are the spartan models. So, starting with Halo 5, it's pretty common knowledge to most forgers that spartan models are about 7 Forge units tall. So I tried to find it's equal in UE4 that would fit as close as possible, whilst also ensuring I don't have to use decimals to scale in the geometry brush tool. The best solution I found was to translate a single Forge unit to 25 UE4 brush lengths. The model in Unreal is around 7.15 x 25 brush lengths which is close enough, for me at least. Though I understand that if your map has sightlines and elevations that resemble mt. Everest, you're gonna come across a slight downscale for sure. 🙂 Spartan model in Halo 5: Base FPS model in Unreal Engine 4: This also allows the base 100 brush lengths to equal 4 forge units. I'd say this is important as most of the scaling in forge revolves around multiples of 4. It also allows all our "in-between" and odd numbers to still equal a whole (50% in the tens) brush length. So I've also created an entire list of all conversions from 1 - 24 in forge units. H5 = UE4 1 = 25 2 = 50 3 = 75 4 = 100 5 = 125 6 = 150 7 = 175 8 = 200 9 = 225 10 = 250 11 = 275 12 = 300 13 = 325 14 = 350 15 = 375 16 = 400 17= 425 18 = 450 19 = 475 20 = 500 21 = 525 22 = 550 23 = 575 24 = 600 Here's a video demo of my recreation of "Rice Bowl" created in Halo 5 by The Epic BK. https://drive.google.com/file/d/1EwEopjLE-anuVOiF8MNz61kWjiQzKA4p/view?usp=sharing I chose this map, as it's compact for its size and while it's geometry is extremely simple, this actually makes for the most clear breakdown of how it's scaling works and feels. I hope this is able to help someone, if anyone has feedback or queries on this, I'd love to hear it. 🙂
  14. From the album: Inspirations

    © Jeppe Mygh - "Abandoned Stone Cathedral"