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  K9 Vision Mod: Great interview with The D.O.G. (Part 2) - Mod News
  Posted by: Pille on 06-24-2005 @ 19:02
This News Item has been viewed 8,865 times
As already said in the previous item (which can be found here) this is part 2 of the interview with K9 vision mod author The D.O.G. Unlike the previous part, this deals not with the future but the history and the first days of this great mod. smile

In the previous interview we have already seen a lot about the future of the K9 Vision mod, but I'm sure a lot people would also be interested to know how this great project actually started. Could you please tell us a bit about it?

The D.O.G.
I'm glad you asked. The K-9 Vision mod had very simple roots, actually.
It was originally an "experiment". Up to that point, most of my game time was in Unreal Tournament. I started to get into game customization with UT 2004. The amount of server-side and player mods was staggering. I have a workstation, so I put it to good use running my own custom sniper arena. The one thing which I didn't like about UT was the fact that all texture maps were compiled into a .UTX or .U format. Meaning, that people like myself who are very comfortable using graphics programs like Adobe Photoshop had to learn how to script and program in order to further customize the game experience.
All that changed when I bought Far Cry last year. I started to see a series of weapon and player skins appear on sites like your own. Once I started speaking to the designers, I found out just how much easier it would be to visually upgrade FarCry (vs. UT 2004). The K-9 Vision mod came about when I first changed out the compass for MP. I wanted to break it down into compass "quadrants" so you had a better idea as to where enemies were on your radar. I also disliked the flat 2D style of the existing compass. With time, I managed to turn it into a 3D looking compass in the style of "Indiana Jones". From there, I changed the machete into the bloody mess which you have seen in v1.0. "Why stop there?" I asked myself. I kept going until I had replaced all the weapon textures for MP. From there, I realized just how amateurish my skins looked, so I went back and started revising. With time, it turned into changing virtually every texture map in the game, adding minor improvements in normal maps and my own custom bump-mapping applied directly to the surface of the texture itself.
It wasn't until v1.0 was released that I found a VERY LARGE audience for the mod. This was all the encouragement I need to carry on with v1.1 and take all the criticism and comments and make it even better. No longer limited to just a visual "overhaul", I have done much to the scripting and code to further improve the experience. Let it be known that this is my first experience in terms of game modding and design. If it wasn't for all the user support and feedback, there would be no K-9 Vision.

Thank you very much for the interview!

The D.O.G.
You are very welcome!

Again, thank you very much to The D.O.G. for this interview, and as personal note it was very great to talk to this nice guy, so expect some further interviews with him in the future. wink As promised before here are a total of three screenshots showing actual changes from version 1.0 to 1.1. Hope you enjoy it as much as I did to make this interview. smile


          Next News Post 06-24-2005 @ 20:29 - FileFront Network Insider #2
          Previous News Post 06-24-2005 @ 19:02 - K9 Vision Mod: Great interview with The D.O.G. (Part 1)

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Total comments: 2 | Last comment: 06-24-2005 at 22:36

 #1 - 06-24-2005 at 22:06
Hfx-Rebel (Staff)
From: (Nova Scotia)
Joined: April 19th, 2003
Posts: 765
Awesome job Pille, and excellent answers D.O.G Rock ...you always here about members giving and showing their support to various mod teams for whatever reason, however, you seldom here about that gratitude being reciprical! Good show D.O.G, and I look forward to D/Ling K-9 v1.1 and putting on my hawaian shirt with renewed enthusiasm!!

 #2 - 06-24-2005 at 22:36
From: (Islamabad, Punjab)
Joined: August 2nd, 2003
Posts: 232
excellent job. cant wait for single player

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