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Posts by Dranore

  • HL Texture Memory Hard Limit

    • Dranore
    • October 16, 2004 at 6:57 PM
    Quote from OL

    hl1 just resizes high res textures anyway, its not gonna look like hl2

    You'd be wrong there actually. If you match the scale it looks the same. The difference being that when it renders it cuts them up more and HL isn't so great with the higher r_speeds. It also lacks the bump/normal mapping unless your using a mod... but it is actually possible to match the look. I can post screens if you don't believe me.

    -Dranore

  • HL Texture Memory Hard Limit

    • Dranore
    • October 15, 2004 at 8:40 PM

    What is the hard limit on texture memory for a HL map using Zoner's tools... the default is 4mb... but how much higher can it be set and run? Just curious. I'm playing with making a map using HL2 rez textures in HL... well less than 512x512 of course as that's the limit... but... anyways. If someone knows that'd be keen.

    -Dranore

  • Woo!

    • Dranore
    • October 15, 2004 at 8:33 PM

    A simple 'Happy Birthday' would surfice.

    -Dranore

  • Woo!

    • Dranore
    • October 15, 2004 at 6:07 PM

    It's my birthday! I R 21. Not that any of you really know me that well here... but I thought I would share. And if any are feeling notably generous on hearing this joyous news...

    Help Buy Dranore HL2 For His Birthday!

    hehe... :wink:

    -Dranore

  • Source Lighting

    • Dranore
    • October 13, 2004 at 4:27 PM
    Quote from DUFFY

    is half life 2 going to look like cs source? cause i mean....source is cool looking...but it doesnt look nextgen status

    Single player maps should push the limits a bit more it terms of "looking next gen"... there's enough footage out there for you to make that call yourself. I'll be damn pleased to have the upgrade to HL.

    -Dranore

  • Source Lighting

    • Dranore
    • October 10, 2004 at 7:59 PM

    Maybe I don't get it... but I happen to like texture lights alot too... I understand that there are better entity lights... but in reality some "textures" are self illuminated (ex: signage), and even light textures themselves make sense to be self illuminated...

    So there are now Light_Omni's and Light_Spotlight's? Can either type be dynamic? Are the perameters for controling the look of the lights the same?

    -Dranore

  • VHE 3.5 crash on start

    • Dranore
    • October 10, 2004 at 7:53 PM

    I've had that happen before... and I ended up reinstalling windows before long anyways... :\ Not that it's much consolation... You might try installing it to a different drive/directory and see what happens... uninstall the other first and make sure nothing is left... I don't think Hammer uses registry keys... but you may wanna check and delete them if any are left... Unfortunately random crash issues are so specific to the user there isn't really a good way for the average user to have any idea why. :\

    -Dranore

  • Source Lighting

    • Dranore
    • October 9, 2004 at 3:18 PM

    Hehe... I don't mean sources of light, I mean lighting in the Source engine.

    I had a few questions about lighting. Since meshes now encompase alot of details, like I would surmise, such as light sources (light fixtures, etc), can models cast light via their texture or any other means? If no, then I assume entity lighting has increased in usage. If so, have they changed at all? Do they have any new perameters? How do they work? Differently from HL? Thanks.

    -Dranore

  • HL2 tool question.

    • Dranore
    • October 9, 2004 at 2:35 PM

    Yes, they said that. But they also said HL2 was gonna be done Sept. 30 of last year untill the last minute. I figure the tools will come out around the same time as the game if not a little later. Probably late November. You can do brushwork in Hammer now. Just read the other thread (Brush vs. Mesh) and Zaphod already explained what should be brushes and what should be meshes.

    -Dranore

  • Art Challenge for October! Make your input count!

    • Dranore
    • October 7, 2004 at 6:07 PM

    You enter to win a contest, but if you don't win something like this, who cares? So you spend time making a texture and you don't win. It's not the end of the world and you have a nice texture as the end result. I see nothing wrong with that conceptually. If you can't be bothered to make something if you're not positive you're going to win, then you way to pretentious for your own good and shouldn't even bother reading such a thread.

    As for my texture, well shadows would be cast by the engine... so I didn't want to add too much of that. I'd probably do some more tweaking before calling it finished.

    Also... if this is for an October competition... we're a good week into October now... and there doesn't seem to be any support for the idea. Too bad too. I'd like to see what people came up with.

    -Dranore

  • Good RPGs

    • Dranore
    • October 6, 2004 at 4:50 PM

    Neverwinter Nights is an obvious choice. RPG with real time combat.

    -Dranore

  • Best soundtrack ever in a game

    • Dranore
    • October 6, 2004 at 1:54 PM

    Quake, Alice, Anachronox, Deus Ex, Castlevania, Earth Bound, Smash Brother Melee (sans the Donkey Kong rap), Wipeout (all PC versions and Fusion - you can actually download newer versions from the guys website that are better quality than originally released ), the Sonic games have had some great tracks as well, Burn:Cycle, and I guess that's all I can think of at the moment. Though I'm sure I'm forgeting some things.

    And Gameboy sounds are awesome. Anyone who says otherwise can bite my shiny metal ass.

    -Dranore

    PS - The guy who did music for the first two Wipeout games goes by ColdStorage... you can find his stuff there - http://%7boption%7d

  • how will you buy hl2?

    • Dranore
    • October 5, 2004 at 3:48 PM

    Steam Gold... depending on the price... way too much good stuff included to go with CE. Valve is playing a power card, and they can offer alot more for alot less if they are so inclined.

    -Dranore

  • Art Challenge for October! Make your input count!

    • Dranore
    • September 30, 2004 at 12:06 PM

    Only one comment on my texture? :single tear:

    -Dranore

  • dm_

    • Dranore
    • September 28, 2004 at 8:04 PM

    I liked it better before you retextued it. :\ It was more thematically consistent. And the lighting was more blah the second time round too. I really like the original though. It reminds me of Alice for some odd reason... probably the odd floor... which I really like btw. Definitely keep the checkered floor.

    -Dranore

  • HL2 Map Design Question: Brush or Mesh?

    • Dranore
    • September 28, 2004 at 9:20 AM

    Another question, OT I guess, but it's still Source related. I read that textures need to be powers of 2. Is that an iron-clad rule? If not, what is the effect of breaking the rule? A somewhat related question, lets say you have a 512x512 unit set of brushes. You can either make it one brush with a 2048x2048 texture or 4 brushes with 4 512x512 textures. In that situation, what would be the wiser choice. That's more of a general question has to how Source handles geometry and textures in relation to performance I guess. Thanks again.

    -Dranore

  • HL2 Map Design Question: Brush or Mesh?

    • Dranore
    • September 27, 2004 at 9:01 AM

    doh! ::facepalm::

    -Dranore

  • HL2 Map Design Question: Brush or Mesh?

    • Dranore
    • September 27, 2004 at 5:21 AM

    Oneday someone will discover a way to make cheap shiny things. I will kiss his feet.

    What about specularity? Does Source allow specular maps?

    -Dranore

  • HL2 Map Design Question: Brush or Mesh?

    • Dranore
    • September 26, 2004 at 6:28 PM

    Do the "cheap" versions still reflect models? :\ Or are those just a cubemap?

    -Dranore

  • Remake HL textures

    • Dranore
    • September 26, 2004 at 6:26 PM

    It's not that unrealistic. There's a quake retexturing project. Within a given timeframe perhaps... but by NOT making a site for it... it facilitates the not getting it done aspect... It takes Wally a bried matter of time to batch dump all the wad images to jpg's.

    -Dranore

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