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Posts by DD

  • Bike Photos Round One

    • DD
    • October 1, 2004 at 3:26 AM
    Quote from kleinluka

    yeah it's in the US, you know... I mean, the country.. that you live in.

    Click here klein

  • Bike Photos Round One

    • DD
    • September 30, 2004 at 5:42 AM

    Kansas?

  • new style

    • DD
    • September 30, 2004 at 5:32 AM

    Looks neat, almost doom 3 ish, doesn't really look like a new style though.

  • Remake HL textures

    • DD
    • September 27, 2004 at 2:49 AM
    Quote from GrayFox

    Yeah, but real trick is in making good looking clean textures.

    No GrayFox, your opinion is wrong again.

  • HL2 Map Design Question: Brush or Mesh?

    • DD
    • September 26, 2004 at 3:49 PM
    Quote from Zaphod

    the only true reflection there is in the engine is with water, wich doubles the polies in your scene. All the other "shiny" stuff in the game is specularity, not reflections, it's uses pre-compiled low resolution cube-maps, and are not expensive at all.

    Wait... so the reflection in hl2 water doubles the polies?!!!? I thought it was render to texture. Ho boy~

  • Alienwared!

    • DD
    • September 24, 2004 at 5:00 AM

    lol mazy wins

  • TEXTURE CHALLENGE TWO : DIRTY FUTURE METAL

    • DD
    • September 24, 2004 at 4:59 AM

    someone make a mesh out of that texture

  • Anyone see this Pentagon conspircay flash movie?

    • DD
    • September 24, 2004 at 3:24 AM
    Quote from Zaphod

    you guys are nuttier than mel gibson.also, this just in: There was no moon landing!! OMG.

    I still don't understand how the cameras motion tracked them flying off the moon.

  • HLDM - Zeromancer

    • DD
    • September 24, 2004 at 2:01 AM

    Fall off causes your light sources to travel less far and continue to get weaker and weaker exponentially. Your lights sources will go from lite to black in a shorter range. So instead of these long fades from light to shadow you get really dense light. Your map may come out pitch black after compiling with these settings, you really have to boost the light juice. Hope this makes sense.

  • TEAM NEEDED

    • DD
    • September 24, 2004 at 1:57 AM

    lol ol, so true

  • HL2 Map Design Question: Brush or Mesh?

    • DD
    • September 23, 2004 at 2:20 PM

    We almost never do them ourselves. We can, but it's probably best not since we need to focus on other things.

  • HLDM - Zeromancer

    • DD
    • September 23, 2004 at 2:10 PM

    Looks solid. I think the map needs a bit more contrast, it might just be the screens showed up really dark. It looked very black, dark grey, and slight hints of red... bland. Try -gamma 2.0 -falloff 2.0 and increasing the light intensity on everything, you'll get a very vibrant look, ns like.

  • HL2 Map Design Question: Brush or Mesh?

    • DD
    • September 21, 2004 at 7:06 PM

    BTW Tom is a very talented level designer, he is able to create mood which I have extreme trouble to achieve. Half his unreal work is unreleased but I've seen it and it looks great, if only he would release it. Not many people know the theory behind BSP and it doesn't make you any less talented or more. It doesn't mean you do not have a strong understanding of the technical side of level design either, I think you do.

  • HL2 Map Design Question: Brush or Mesh?

    • DD
    • September 21, 2004 at 6:59 PM

    http://%7boption%7d

    This was the first, or second result on google. Unreal doesn't not have partions or generate partions to decide what to cull automatically. You have to manually zone everything which usually results in different partitions. All partitions are equal in a BSPT.

  • HL2 Map Design Question: Brush or Mesh?

    • DD
    • September 21, 2004 at 6:51 PM
    Quote from TomWithTheWeather

    I'm not saying BSP will disappear completely. I'm just saying that meshes will become much more predominate in maps than BSP.

    Me too.

    Quote from TomWithTheWeather

    Lol. I'm assuming you're trying to slam Unreal, which is real BSP. It's culling methods and CSG are just a little different than your beloved Halflife. What is the correct culling method? Just because it's done differently doesn't mean it's done wrong. When you're creating an engine you implement the best culling methods for that type of engine. Just because it's not what your used to doesn't make it wrong.

    Yes I'm slaming unreal for calling BSP when it is not a Binary Space Tree. It's not what half-life defined, it's not what quake defined, it's a programming theory used with other methods to help cull out what is and what isn't in view.

    Quote from TomWithTheWeather

    Eh? I think somehow you just contradicted yourself in the same sentence. Nearly as fast as what? A highly detailed indoor area that is mostly mesh would require an artist. O_o

    Let me be more specific, or let me word it better. Obviously the artist can create tons of smaller objects, but when it comes to create the simple halls, rooms, the SHELL, it simply takes longer and the cost is little, mostly less in indoor areas.

    Quote from TomWithTheWeather

    Believing one or the other is a wrong approach entirely. You do what's best for the game. You pick the best tech for the situations.

    I agree but that's beside my point. In the end you insulted BSP, so I insulted Unreal. I believe as consoles become more and more like PC's, as they are, we'll see more and more engines using BSP or form of, not heavily, but still used and NOT going exstinct.

  • HL2 Map Design Question: Brush or Mesh?

    • DD
    • September 21, 2004 at 2:29 PM

    Only someone who hasn't seen the power of a correct BSP culling, which allow for much greater detail in indoor areas than any fake BSP or any distance cull can do, would suggest something like BSP will go instinct. A fair balance of the two, weighted towards mesh of course, allows for massive indoor areas with tons of detail that artist in max couldn't do even near as fast. Of course working on massive outdoor games leads you to believe otherwise.

  • ns_selene

    • DD
    • September 20, 2004 at 3:20 AM

    You ns guys should try doom 3. You'll love it.

  • So, how many of you...

    • DD
    • September 17, 2004 at 2:10 PM
    Quote from TomWithTheWeather

    [Blocked Image: http://tomwiththeweather.beyondunreal.com/miscpictures/beatingadeadhorse.jpg] 

    Good one. http://%7boption%7d

    Whats the average for those other games again?

    OH DISS!

  • 1st Attempts At Textures (oh oh...) ;)

    • DD
    • September 16, 2004 at 2:33 PM

    Looks really good, I like the sharp look to it but yeah you do need to lighten it a bit.

  • CONGRATULATIONS TO DD, MOJO, and TOMWITHWEATHER

    • DD
    • September 16, 2004 at 2:04 PM
    Quote from DUFFY

    wait...you were.....volunteering.....for free?HAHAHAHHA

    No. Contracts.

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