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  4. Non-Professional Recruitment

A Combine's Life is recruiting!

  • reonid
  • April 21, 2007 at 1:18 AM
  • reonid
    • April 21, 2007 at 1:18 AM
    • #1

    Hi everybody,

    We search new mapper, who can work very well in a team and have a

    lot of mapping experience.

    If you haven't heard anything about us yet, then visit our page, there you'll find all important informations about our mod:

    [email protected]

    we'll answer you immediatelly!

  • von*ferret
    • April 21, 2007 at 1:43 AM
    • #2

    Pretty tough criteria for a new mod.

  • JeanPaul
    • April 21, 2007 at 4:26 AM
    • #3

    Exiting gameplay?

  • reonid
    • April 21, 2007 at 9:48 AM
    • #4

    @ von*ferret:

    Our mod isn't new, it exists since octobre 2006.

    We need more member, in order that we can finish it faster.

  • reonid
    • April 21, 2007 at 1:49 PM
    • #5

    It's easier to create complexed characters from NURBS rather than from POLIES because it gives easy detail control.

  • Rick_D
    • April 21, 2007 at 5:10 PM
    • #6

    <_

  • von*ferret
    • April 21, 2007 at 9:47 PM
    • #7

    So you're going to import those characters into hl2 as nurbs? Polygonal modelling gives you just as much control if done properly, and in my experience been less taxing on the computer.

  • Section_Ei8ht
    • April 23, 2007 at 8:13 AM
    • #8
    Quote from reonid

    It's easier to create complexed characters from NURBS rather than from POLIES because it gives easy detail control.

    um, subdivision surfaces?

    Quote from von*ferret

    Polygonal modelling gives you just as much control if done properly, and in my experience been less taxing on the computer.

    QFT. Polygonal calculations are much less taxing because thats all done via the graphics cards. Spline math is much more taxing because its all done via the cpu rather than being dumped on the graphics card because its an entirely different kind of math.

    Good luck with the mod, btw. sounds cool.

  • von*ferret
    • April 24, 2007 at 5:42 PM
    • #9
    Quote from Section_Ei8ht

    QFT. Polygonal calculations are much less taxing because thats all done via the graphics cards. Spline math is much more taxing because its all done via the cpu rather than being dumped on the graphics card because its an entirely different kind of math.

    I know, I was hoping that he'd explain to us that, and why he requires nurbs.

  • Bigfootmech
    • April 26, 2007 at 8:08 PM
    • #10

    I am a modeller for this mod, and I told reonid to look for a nurbs modeller... that last answer was my exact words.

    "So you're going to import those characters into hl2 as nurbs? Polygonal modelling gives you just as much control if done properly, and in my experience been less taxing on the computer."

    First of all: No. Sweep/Lathe was what I meant, but creation with nurbs. I also have no idea if you can import splines directly into hl2 lol.

    Section_Ei8ht

    Second of all: I am not the most experienced modeller out there so correct me if I'm wrong but I assume that as with any other simple shape NURBS can control the level of detail easily...

    Third of all: I am a modeller, and I'm getting to grips with this, but I don't know what you mean by "Subdivision faces".

    I also noted that NURBS and NURMS are differrent things from the google I just did.... I'm not too experienced with splines at all.

    I just meant work with splines to create curved objects easily...

    EDIT: I haven't even considered "Patch" as I haven't even learned anything about that yet sorry. As I said, I'm not an expert.

  • Whoot
    • April 26, 2007 at 9:51 PM
    • #11

    Just use poly's and you'll be fine

    You have a point with the level of detail you can control easily, but the only time i even considered using nurbs was when i was working on a psp game (a programmer told me that the ps series supported nurbs very well) but in the end we decided to go for poly's anyways.

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