Awesome stuff Daniel. Fissure is my favorite level in the game so far!
Posts by Minos
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Quote from Gloglebag
Oops! hehe, now my post done properly

Why?
Also I remember people not liking the PS3 had a big fan, but isn't that good because big slow fans make less noise then small fast ones?
PSOne: Lacked gameshark slot (yeah I liked that shit when I was kid) and broke down after 2 years or so of usage. It wasn't as reliable as the old PSX, which lasted 5 long years for me.
PS2 Slim: I dunno if it's just me but most PSX games didn't work correctly or froze after a few minutes. It also heated a lot and some games didn't work for good. I had to buy a 3rd party cooler at the time, it didn't fix the problem but minimized it.
I had other slim owners reporting the same problems to me while other friends who owned fat ps2's claimed they'd had their systems for 3 years or so and never experienced such problems.
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I dunno I've always been skeptical about these slim versions. I had both a PSOne and a PS2 Slim and they sucked ballz compared to their predecessors.
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[Blocked Image: http://pressstartvg.files.wordpress.com/2009/05/bionic-commando-box-art.jpg]
Deserves a 8.5 at least!
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Quote from Nurb
The problem is probably that the lightmap UVs are so close that they use the same pixels in the lightmap image. Move the UVs further apart in the UV layout or increase the lightmap resolution. I think this will solve your problem. With something as crisp as a cube you may also have to separate all sides of the cube in UV space in order to get a sharp shadow edge.
Yup I did that and the problem was minimized quite a lot. It still happens here and there though but it's not such a big hassle anymore.
The vertex lighting inconsistencies on the other hand are still there and annoying the crap out of me.

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Someone at work showed me this some time ago. I think may be retarded but I couldn't see anything.
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Quote from Slainchild
Not sure about the bright edges but why not use BSP for the cubes/buildings for now?
I could do this but it wouldn't solve the problem.
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I feel so free and happy whenever I listen to this song, It's PERFECT! This song should be illegal because I think I'm getting high off of it.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Very nice! Why did you remove your Decadence stuff? It's pretty good!
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Hey guys.
I've been using UED for some time now. It's quite a nice editor, sometimes a bit too old fashionable but quite enjoyable overall. However, I'm having a bit of a trouble with lighting. I modelled a few generic modular pieces to block out my level (sidewalks, cubes, walls, etc...) and they look terribly wrong when I throw in some simple lighting. I tried vertex lighting at first but some vertices which share the same exact space look either really bright or pitch black. They are quite tessellated and line up perfectly to each other, so it doesn't make much sense. I know the limitations of vertex lighting, I just wanted my pieces to be lit evenly

OK I then proceeded to lightmap those meshes. I also removed some of the loops as they weren't really needed anymore. The problem still persists though and my lightmaps also look pretty bad, with seams visible in some places and other places being lit correctly. Here's an screenshot of the lightmapped version:
Blue = Happens in the vertexlit version | Green = UVs problems
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_01.jpg]
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_02.jpg]
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_03.jpg]
A montage showing the UVs for the lightmapped cube and the same meshes prepared for vertex lighting only. At first I thought the lighting artifacts on the cube was due to the seams being too close to the UV's borders so I scaled them down a bit and they still look the same in the editor.
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_04.jpg]
Does anyone know how to work around this?
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Cool stuff Kurt! You are one of the fastest and most hard working level designers I have ever met =)
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Quote from Pericolos0
YESS!!!!
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Quote from KungFuSquirrel
Here it is D3ads: http://www.shacknews.com/onearticle.x/59971
[Blocked Image: http://img0.uploadhouse.com/fileuploads/4484/448424070cdb1a62f889d47c4548d9f874dba52.jpg]
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Very inspiring stuff!
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Guys maybe you should be more careful talking about this stuff on public forums ;o
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A small tip (this one goes for other grinners as well): Don't forget to add your name/url/email to all your jpgs.
Some people (like me) have the habit of saving JPGs for reference/inspiration purposes and I guess most employers do that as well. The problem is that sometimes I'm browsing my reference folder, find something cool and can't remember where I got it from.
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Holy fucking shit!!! Philip = best game artist I know.
That's some really inspiring stuff, thanks for sharing
I'd be really glad if you posted more of your modular buildings btw, I could learn a thing or two with them.You should also add some of the stuff you did for Rearmed, curious to see them in closer detail =)
Good luck Phill!
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Hey Evert!
I really think you should make it one page only. I hate having to browse thru multiple sections in a portfolio. (I'm thinking of remaking my portfolio from scratch using a one-page design only)