Friday, 29 April 2011

Hotdog

Hotdog!

Anagramic

My first game for android -- I went for something simple that I could finish.

See it on the Android Market.

British GS Mk. V AT Mine



I did these from scratch, from a grainy 2/3rds aspect picture. And the flags (which were a gameplay element I came up with).

Model: 3dsmax9
Texture: fireworks and photoshop

BF2 kit limiting


This was a prerequisite for fh2 to work -- to prevent a game full of bazookas.

Code (99% fighting awful engine)

6x30 Dienstglas


This was my first or second model.

Model: 3dsmax8
Texture: Fireworks and photoshop, with help from McGibs

Wreaths



These were made for an fh2 awards system.

Model: 3dsmax9

FH2 patcher


This was cobbled together from xdelta3 and wxWidgets using C++. Not much to look at -- most of the detail is in the python scripts for building a patch.

See: http://xfh2.ifihada.com/patcher/

Gold!


Gold ingots intended for a fh2 gamemode which didn't see the light of day.


BF2 crash reporting


BF2 was appallingly unstable at release, and segfaulting was its favourite hobby. I wrote a tool which wrapped the executable, noticed if it exited because of an access violation and offered to report the minidump to a central location for analysis. This analysis allowed us to fix and work around a few problems.

Written in C++ using wxWidgets.

M1A1 Anti-tank mine


I modelled and textured this.

Model: 3dsmax9
Texture: fireworks and photoshop

Grappling hook


I modelled and textured this. I also did the render.

Model: 3dsmax9
Texture: fireworks and photoshop
Render: 3dsmax9 with mentalray for ao

Cargo and paratrooper chutes




I modelled and textured these.

Model: 3dsmax9
Texture: fireworks and photoshop

AEC 'Dorchester'




I built this basic model, which Toddel completed and textured.

Model: 3dsmax9

AEC 'Deacon'


I started this model and left it unfinished for a while. Jimbob, Rad and others completed it later.

3-inch Mortar


I did a base texture and normals for this. McGibs assisted with texturing.

Texture: fireworks and photoshop

Windpump


This was pretty much my first foray into 3d modelling.

Model: 3dsmax9
Texture: unwrapped onto textures by Toddel and Rad

Operation Hyacinth






Map, including object placement, objective-based gameplay code, terrain and ground textures. Made in bf2editor, with lighting in 3dsmax9.

Based on an LRDG raid on Barce as part of Operation Agreement.

(note: released version heavily improved and reworked by Lobo@fhmod)