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  3. rockdude86

Posts by rockdude86

  • Reality engine

    • rockdude86
    • April 18, 2005 at 9:20 PM

    well i sure hope there will be updates to the modding tools voor hl2 especially the hammer editor has been pretty fucked by valve so many bugs that i have run into and as ferret said getting custom material into hl2 is pretty f*cked. i think valve made a big mistake with not making these things easyer.

  • FINAL RELEASE : DM_URBANES (v2)

    • rockdude86
    • April 4, 2005 at 6:01 PM
    Quote from st0lve

    Strider plz.play HL2?

    aaargh ofcourse

  • FINAL RELEASE : DM_URBANES (v2)

    • rockdude86
    • April 4, 2005 at 5:21 PM

    thats an headcrab?? weird shit hehe, dont think the fps would be a problem on this cause it doesnt seem to have that much detail or would it be such a problem that it is so big??

  • FINAL RELEASE : DM_URBANES (v2)

    • rockdude86
    • April 1, 2005 at 11:51 AM
    Quote from DR@GONFLY

    The release of the fixet version of this map (fixing vvis now)

    and the release of my new map (dm_antrycon) will be with

    high-dynamic range lighting.

    Greetz, DR@GONFLY

    how can you say that allready the effect hasnt even been released yet and we dont even know if it can be used in multyplayer and if it can be used then only a few will be able to use it so i think you might reconsider that

  • Somebody record this.

    • rockdude86
    • March 31, 2005 at 6:46 PM

    NICE! but indeed ashame its that short. there is more right?? i remember i saw this coastline screen so there must be

  • FINAL RELEASE : DM_URBANES (v2)

    • rockdude86
    • March 30, 2005 at 8:30 PM

    tnx ill pm one of them right away

  • FINAL RELEASE : DM_URBANES (v2)

    • rockdude86
    • March 30, 2005 at 8:16 PM

    very nice map indeed (im the hybrid dr@gonfly is refering to in one of his previous posts in this topic) and i didnt want to say this but most of the geometry in this map has been created by me (sorry dude) when he just started learning hammer i gave him all of my work in progress shit and stuff i created and he has put a lot of pieces together and well i must say i was damn suprised when i saw my crappy old shit evolve into this! what he has learned in just a few months took me ages to learn.

    i will help him to further optimize the map (eventhough i also dont know that much about it)

    anyway, just one thing i want to say to all those mappers around here that are just starting to learn how to map: LEARN HOW TO USE GEOMETRY IN MORE WAYS THAN JUST SIMPLE BLOCKS! (sorry for the caps) and try not to stick to the half-life2 feel too much i really hate all those canals imitations (eventough some are pretty good)

    much respect to dr@gonfly!

    greets -=HybriD=-

    (i know my names rockdude86 here. used it because of my email but since its not possible to change youre username (as far as i know) i thought id say this since this could be a bit confusing)

    (edit)

    seems i was confused with another forum with him talking bout me

    me feels stupid

  • Oh god I tried modelling again

    • rockdude86
    • January 31, 2005 at 10:45 PM
    Quote

    lux good

    lux damn good

  • dm_elysia

    • rockdude86
    • January 31, 2005 at 11:26 AM

    put the different islands much closer to each other and give it a really dark setting and this will rock your socks off

  • ART OF WAR

    • rockdude86
    • January 27, 2005 at 10:46 AM

    getting better everytime i see it

  • Doom3 can produce larger environments than Source?

    • rockdude86
    • January 12, 2005 at 3:20 PM

    nothing faster than a instagib game ut2k4 with lowgrav and a gamespeed of 150% especialy in the map antalus.

  • Doom3 can produce larger environments than Source?

    • rockdude86
    • January 6, 2005 at 10:56 PM

    waits for quake4..........

  • HL2DM map DM-AVALON by 3D-Mike 8)

    • rockdude86
    • January 4, 2005 at 1:26 PM
    Quote

    good thing teh Best are Dutch though

    hehehe HELL YEAH!

    damn nice map!

  • ctf_export: first ctf map for hl2dm

    • rockdude86
    • January 3, 2005 at 12:08 PM

    i believe its possible to make an object not usable by the gravity gun so that shouldnt be a problem. I actually think it could bring some interesting gameplay with it if you could use it like any object it would make the game a lot harder thats for sure

  • Blaz_WitheredWad

    • rockdude86
    • December 31, 2004 at 6:31 PM

    there is a mirror somewhere in the posts

  • Release: de_kievpass

    • rockdude86
    • December 31, 2004 at 10:00 AM

    really nice map i agree on the textures they really are to blurry but i really enjoyed playing it. (when i first scrolled through pics and saw the first real photo i thought it was a source map )

  • Awwww SNAP! It's d3dm_lit BOYEE!

    • rockdude86
    • October 18, 2004 at 9:33 AM

    nice map only on the first 3 pics light doesnt seem to come of the lights :-? think it would be lots cooler if it would

  • HL2 Map Design Question: Brush or Mesh?

    • rockdude86
    • September 24, 2004 at 9:29 AM

    aah so thats why when you run into an model (in any game) you many times dont seem to touch it

  • HL2 Map Design Question: Brush or Mesh?

    • rockdude86
    • September 23, 2004 at 4:32 PM

    unfortunately i have to agree with you tom

    especially if you have seen the unreal engine3 movie from last E3.

    i believe it would allmost take a complete team to create just one map for that engine or else it would take ages to finish one. dont know if thats a bad thing you would obviously help out each others problems much more easily but still think its a shame creating something on your own is much cooler i think

  • HL2 Map Design Question: Brush or Mesh?

    • rockdude86
    • September 23, 2004 at 2:33 PM

    i think its a shame that you dont do those things yourself

    i see these things as ART and i believe you would have much more quality if you would do it yourself (if your good at it) and ofcourse no one knows better what you want for your map than yourself. but at the other hand i can understand that in a big company there isnt any room for this because you probably mostly work on the ideas of others.

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