Posts by KungFuSquirrel
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Bah, I have no allegiance to Wisconsin aside of my job.
Could care less about the NFL, and in the days I still did, I was a Bucs fan.Though I gotta give the Badgers props this year....

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Dust? In... Dust???? Surely not!

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I'm not even a Packers fan but had to take a shot of that while we were driving around.
Mark Miller is my father-in-law's name, by the way, and the sign is funny because the one I'm technically related to is very much not a democrat. But it's not really funny to anyone not in the family. Pooie.
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Type in random numbers.
Seriously. We did this all the time at LAN parties. Often got one in one try. Of course, when I tried to demonstrate this at a bigger LAN in april, it took me about 10. But it's fun. Give it a shot.

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Born in Omaha, Nebraska:
[Blocked Image: http://www.emporis.com/files/transfer/6/2002/08/158438.jpg]
[Blocked Image: http://www.emporis.com/files/transfer/6/2002/08/158477.jpg]
[Blocked Image: http://www.emporis.com/files/transfer/6/2004/01/238726.jpg]
[Blocked Image: http://www.emporis.com/files/transfer/6/2004/08/290201.jpg]
No pictures worth showing of dinky little Beatrice, Nebraska

Lincoln, Nebraska:
[Blocked Image: http://www.emporis.com/files/transfer/6/2003/12/233201.jpg]
[Blocked Image: http://www.emporis.com/files/transfer/6/2003/12/233202.jpg]
[Blocked Image: http://www.dlrgrouphighereducation.com/he/portfolio/s…/Memorial-1.jpg]
Madison, Wisconsin:
[Blocked Image: http://www.soemadison.wisc.edu/edadmin/images…isthmus_web.jpg]
[Blocked Image: http://www.aila2005.org/imgs/capital_8134.jpg]
[Blocked Image: http://psych.wisc.edu/images/isthmus.jpg]
[Blocked Image: http://www.gwu.edu/~axe/conclave/…20Wisconsin.jpg]
Also: My own super-crappy Madison photos. Guess which one's Raven and which one's our apartment building.
I need a good camera with a good zoom, and FAST.Lincoln and Madison are both a little height-challenged due to city ordinances that limit building height to under the height of the state capitol buildings. Jerks.
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Quote from Section_Ei8ht
doom 3 is all well and good, but the more I mess with it, the more I find out its limitations. This will probably be the only compiles I do with the doom3 engine. Once Source is released, Source all the way (Unless of course, X-Ray is open for modding, then X-Ray would be the engine of choice).
I'd be interested to know specifically what is bothering you. A lot of the 'limits' I've seen people complain about can either be easily worked around/with, or are simply design decisions that don't constitute a limit at all.
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Hey, you're not far from here.

It looks good overall. Very nice sleek shape to things. I would recommend upping the subdivisions on the patches to 8 instead of 4, though, it's a small enough area you can get away with it and the edges kinda stick out. Particularly for cinematic use, it might be a good touch to address.
Also, the lighting doesn't entirely do the scene justice. The only thing that really identifies the scene as being modern tech as opposed to Q3 (or even HL) is the slight light pattern visible on the walls and the normal map highlights barely visible on the ceiling. The bottom of the supports would be great for a small accent light, and with some planning and adjustment you can still keep the light count reasonable. As much as people complain about Doom 3's darkness, its lighting is really its greatest strength.
Of course, all depends what you want to do with the scene. But for the purpose you mentioned, you can probably get away with quite a bit a playable level couldn't.
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I was thinking it'd be cheaper to use 4 512s, since it would take 16 of them to equal a 2048x2048...
*zing*(edit: sorry, just couldn't resist that one)
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Quote from KingNic
If you're good with created low poly objects, try asking around the Unreal Community. You could create static meshes for the mappers to use, and it will require no experience of UnrealED.
...and if you're good with high poly objects as well (which it seems you just might be), ask around the D3 community and you can render out some normal maps for both textures and low-poly map models.

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See, this is why I love the D3 editor.
Save the file in LW and pop it into the editor. No exporting, no compiling, there automatically. Can even change large models to BSP geometry on compile to get proper VIS culling. And a pipe? No loading another program, making a pipe, saving, exporting, etc. Drag a brush, 2 clicks, boom! 2 keypresses or so and maybe a couple clicks later and it's perfectly textured, too. *huggle* You do need one LW plugin to export files out of the editor to LW nice and smoothly, but once you have that it's an incredible back-and-forth process. It's really nice having the powerful geometry editing within the editor as well as the ability for some crazy model work.Zaph: That's cool that you guys do all your own stuff, though, says a lot for your entire team.
*pets* Did you (and any others) know all that before you got there, or was it more on-the-job training?Klein: I demand Beyond Good and Evil paraphernilia. Now.

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Cool explanation, Zaphod.
Looks like a solid enough system.Question, though, is there much use for displacement mapping outside of terrain applications? Or is there any sort of comparison to Q3/D3's patch meshes? The patch meshes give a level of control that it would take another piece of software to do in any other engine. When you do need a model, one plugin for Lightwave and you can export to the modeler and bring the model in-game with 2 clicks. Personally, I think combining the patch meshes with models gives you the most control possible over your raw geometry and it keeps pretty much all of it in the hands of a designer in the editor, though most of us can and do build our own models from time to time.
That's another question for you Unreal/Source lackeys - how many of you do your own prop models and how many have the art team do them for you? If you do build them, do you guys texture them as well?
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Bah, don't apologize! Just didn't want you to freak out if you tried one, then found the other was different.

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Quote from rockdude86
sweet! me drool
i will have a look at tis when i get home from school.i hope gtk radiant isnt to hard to learn though i have never worked with it before but dont think that will be much of a problem. now i think about it doom3 uses gtk radiant 2 so maybe ill release it for doom3

Just to clarify, the Doom3 editor and GTK Radiant are not quite the same. GTK is a series of community-based upgrades and additions to id's standard Radiant editor. The basic functions are all the same, but GTK adds/changes enough that it can be a little frustrating for someone going from one to the other at first. I'd personally recommend sticking with the standard D3 editor for now; I've heard a few people complaining the D3 support in GTK 1.5 isn't quite up to par with the Quake 3 versions yet (but it'll defintely get better with more time).
You definitely would love patch meshes judging by what you've got going in the screenshots here. You can do almost anything with them. Texturing isn't always perfect on the more complex stuff, but it's sure a hell of a lot easier than trying to apply textures on oddly aligned/shaped faces than in HL.

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The cover looks much better in print compared to the online version PCG made available.
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I quite like it thus far.
...Though most of my time is spent at the office.
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Without getting too involved, I would highly recommend suggesting that odium change his posting practices in that forum...
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How dare you accuse us of misaligning textures! That's not a misaligned texture, that's, ah... umm... a special graphical feature. It's like bump mapping, I swear.
The baby raping is just a cover for the pyropedobeastonecrophilia. I mean... um...
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Eh, plenty of other people leech things on main-page news sites. This isn't so bad

Jeez, though, ferret, fix the links on the Black Ops pics! Those are the big ones of this update!
