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  3. 2d-chris

Posts by 2d-chris

  • [L4D] Gas Stop

    • 2d-chris
    • October 27, 2009 at 8:59 AM

    Sometimes level boundaries can be your biggest enemy ;P

  • Satyre's photos thread

    • 2d-chris
    • October 26, 2009 at 6:51 PM

    im in love.

  • will someone unban me from irc

    • 2d-chris
    • October 26, 2009 at 6:42 PM

    I used to only talk there, then when it died I came to these forums ;P

  • Chrome Engine 4 Level Editor - ChromED

    • 2d-chris
    • October 25, 2009 at 4:08 PM
    Quote from Pericolos0

    This is basically not true at all. It's way faster to build without bsp, and to build whatever you want. BSP for making final stuff is really really dead. You couldn't make uncharted2 with bsp. It's a technique designed for making really lowpoly levels back when triangle count couldnt go over a few thousands.

    but yeah, source engine is still very very oldschool at handling lighting/collision on models so you are basically forced to use it still. And it's easy to pick up for beginners. But ultimately it's a ridiculously hard way to model compared to modelling.

    I did say on Source engine Peris, obviously that method is not viable for all engines/projects ...

  • Chrome Engine 4 Level Editor - ChromED

    • 2d-chris
    • October 23, 2009 at 5:40 PM

    Well, source engine isnt known for using models for entire buildings so that was your problem. It's 100x faster to make a good looking building using BSP, a small texture set and a few props than build it all in max!

    For those interested we use "solids" to make structures on Crysis 2, then export into MAX and artists work on the art from then on. So although we're not using solids (bsp, lego etc) for actual final geometry we use it to be flexible and extremely fast to iterate on game play / scale.

  • The Technodome (Hl2dm)

    • 2d-chris
    • October 23, 2009 at 9:29 AM

    looks amazin'

  • Chrome Engine 4 Level Editor - ChromED

    • 2d-chris
    • October 23, 2009 at 9:18 AM

    Nice tool! It's cool to have modular editors like this these days but it's obviously very tricky for amatures to make the kind of unique art assets to conform to all the rules. That is if you're trying to make something unique not just slap together stuff like in this video.

    How are the cinematics and scripting tools?

  • Development Blogs - What when and where?

    • 2d-chris
    • October 23, 2009 at 9:11 AM

    Wilco made me a cool website and I planned to do monthly updates and have tutorial links etc. I really just can't be assed to update it now though ;(

    I will update it one day because it's my portfolio but the point here it got boring quite fast ;P

  • cp_mainline_rc6

    • 2d-chris
    • October 20, 2009 at 5:47 PM

    2d-chris lols at ricks comment, apparently.

  • Mateo Williford - 2D Cartoonist / Animator

    • 2d-chris
    • October 20, 2009 at 8:58 AM

    Amazing ;P

    [Blocked Image: http://bingbangstudios.com/portfolio/alien_trans_full.gif]

  • Borderlands E3 walkthrough

    • 2d-chris
    • October 19, 2009 at 8:55 AM

    Yup this game is going on my to buy list - and i don't buy many games these days

  • totally random texture thread

    • 2d-chris
    • October 13, 2009 at 9:03 AM

    Nice, nice

  • Mirrors Edge wtf glitch.

    • 2d-chris
    • October 11, 2009 at 10:45 PM
    Quote from robert.briscoe

    Did you try inversing the polarity of the sheild harmonics?

    I don't think the warp coils would take the extented plasma impulse, perhaps reruiting the secondary bypass conduit would give simular results?

  • Mirrors Edge wtf glitch.

    • 2d-chris
    • October 11, 2009 at 5:22 PM

    did you manage to fix the crysis stuff? perhaps its some hardware fault on your end?

    Chances are its just good old bugs from developers though ;P I never update my gfx card drivers once I find a setup that works for the applications I use. Causes more problems than fixes.

    Oh also, installing and reverting drivers can get _very_ messy, it's recommended to actually reformat after doing it too many times.

  • Jack Thompson sues Facebook for $120m over Anti-J.T. group

    • 2d-chris
    • October 9, 2009 at 9:22 AM
    Quote from Pampers

    didnt he loose his right to sue earlier this year?

    He sued the rule and won

  • The best approach to building a Level Designer portfolio

    • 2d-chris
    • October 9, 2009 at 9:00 AM

    All has been said that needs to be said but I'll throw a few pointers just for fun

    Pictures say 1000 words an till the time comes where you have to speak! Then just be polite, smile, funny, whitty, humble and quote matt damon as being awesome. The rest is cookie cutter and experience.

    A little quote I often say that seemed to help me, for the worst interview questione ever ... Q "What do you aim for when designing levels?" " A "I aim for those experiences you remember long after completeing a game"

  • [L4D] Gas Stop

    • 2d-chris
    • October 5, 2009 at 8:59 AM

    My advice now based on what I've seen is to really sit down and nail one mother of all maps! Spend literally a week on every room and within 2-3 months you'll have a really sexy map.

    It's safe to say you've got the gameplay and technical side down, so prove you can put together something that rivals a Valve retail level. Don't rush anything take longer than you normally would. Valve will constatly tweak the hell out of their maps and thats why they look slightly better ;]

  • mitering corners - reduce visleafs? good for optimization?

    • 2d-chris
    • October 4, 2009 at 8:41 PM

    Oh please retail levels for games are usually more messy than my ass after a strong curry ... for many reasons ;p Who gets time to convince their publisher that the game should be delayed because you want to make things tidy

    I'm not against rules and keeping things organised, but in reality it's never as clean as you'd like.

    Sorry kinda off topic I know ;]

  • mitering corners - reduce visleafs? good for optimization?

    • 2d-chris
    • October 4, 2009 at 6:28 PM

    This is what happens when people get it in their heads that BSP editing should be more like modeling in max I'm going to say it again but there are hundreds of more important optimizations to consider before fecking about with this.

    Sure you could do this at the end if you want to make a tidy map in editor, but lets face it who is going to care once it's been compiled and turned into a horrible mess anyway?

    Nodraw applied to every face not seen is anoyying, I used to do it but then the automatic vis groups messes up ;(

  • [UT3] HOLP3 Volume 2 Released!

    • 2d-chris
    • October 4, 2009 at 6:20 PM

    tbh I think these look better than ut3 content - really bored of the "Over the Top" stuff these days. it's so fooking hard to see whats going on with all the bullshit in the background. Works for SP - fails in Mp.

    Awesome stuff in this map pack!!!!

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