just grab the big one and resize in photoshop, throw a sharpen on there and you are good.
Posts by zaphod
-
-
Ok, lets try and make cool mapcore wallpapers. I'll open the floor with this:
[Blocked Image: http://www.marshmonkey.com/corepaper_sml.jpg]
http://%7boption%7d <- 1600x1200
psd of logo: http://%7boption%7d
and a flavor for pimping some of the companies that our mapcorians represent.
[Blocked Image: http://www.marshmonkey.com/corepaper_logo_sml.jpg]
http://%7boption%7d <- 1600x1200
-
well, it's still there to use. I know you all get a knee jerk reaction of WTF, when there is anything contradictory to what you are used to with hl1.
-
Quote from Taylor
Another really irritating thing is it doesn’t seem to load an objects properties until they’re needed, i.e. if you shoot a chair for the first time it freezes for a second, works out what a chair does, then flings it/smashes it and from that point all chairs are hunky-dory – why doesn’t it get all this stuff when it loads?
this is lag from the physics objects that are set to be server side. It's calculating the physics calculations on the server and sending back the result to you, and all the other clients.
-
light and light_spot.
lights have parameters to adjust the falloff and brightness, maximum distance
spotlights have brightness, falloff (quadratic), inner and outer cone degree, maximum distance
texture lights are less useful than these entities becuase you cannot control any of the texture lights parameters besides color and brightness.
dynamic lights are light_dynamics, and behave like a spotlight with the exception of a few more parameters.
-
texture lighting is pretty much outt he window now. Pretty much spotlights and omni lights. Spotlights have a lot of neat parameters to them. Texture lights just spawn a bunch of omni lights afaik.
-
wtf, I put it in there, damn poll thingee. /me edits.
-
I posted it in two sections so if I accidently closed the window without posting, i wouldn't have lost everything, so its now up. -fetter
-
Where do you live?
-
3D Environment Artist: Sucker Punch Productions -- Bellevue, WA, United States
Experienced Level Designer: Human Head Studios, Inc. -- Madison, WI, United States
Texture Artist, Content Designer / Level Artist: Iron Lore Entertainment -- Maynard, MA, United States
3D Environment Artist: 2015 -- Tulsa, OK, United States
3D Artists: FarSight -- Big Bear Lake, CA, United States
Level Designer, 3D Artist: Swingin' Ape Studios -- Irvine, CA, United States
3d modeler/texture artist: Blitz Digital Studios -- North Hollywood, CA, United States
Environmental Artist: Castaway Entertainment, LLC -- Redwood City, CA, United States
-
man . . . . thats some quality artwork right there.
-
If we release the tools, yes. They aren't going to be shipping on the cd.
-
No way to conjecture about that at this stage. All that stuff is usually decided on by the publisher anyway.
-
I'll vote 11-14, just beacuse there are no larger options.
-
There might be some screenshots out of the demo I'm doing soon.
-
I'm working on a different demo using the same engine for a different project pitch right now. The engine has virtual displacement mapping, normal mapping, specualr mapping, GI, real time shadows, etc. It's pretty neat, but the neatest thing is the art pipeline for it, which is very similar to a tile based engine, only in full 3d. I.E. everything is very modular and it's fun and extremely fast to take all the little pieces you have made and arrange them all in the editor. It's an awesome break from working in full on 3d at least.
-
-
the latest random date I have heard from the grapevine is early november, but the sooner the better.
-
yea, I'm sure it was for a variety of reasons, probably to try and make vis information more accurate mostly. Hovever the engine uses portals for more than just calculating the PVS, for instance - sorting 32 transparent textures. If you have two 32 bit transparencies in the same leaf, often times the sorting will be incorrect, the engine sorts them by which leaf is closer to you. I have had a lot of instances where I would have to correct sorting issues by hand by putting a hint brush to make a bsp cut between two transparent objects.
-
I tried to do a quick test, and it seemed like it would not consistently cut at 240, sometimes I could get a 256 face with 2 polies, sometimes it would cut it. I don't have the time right now to test it out any further.