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Posts by Schmung

  • CryEngine2 techdemo

    • Schmung
    • September 21, 2005 at 1:23 PM

    cnuts. Only just spent a huge wad on upgrading my PC and now they do this to me.

    Looks really sexy, hoping for an improved in other content though, less plasticy character models, better weapon models, that kind of thing.

  • new website work WIP...

    • Schmung
    • September 9, 2005 at 11:10 PM

    mai trousers

    MAke the rollover lables blue? FIne as they are, I just like blue.

  • de_metro

    • Schmung
    • September 9, 2005 at 10:18 PM

    ja, at presetn it looks almost HL1 and looks in places like you;re going for distance for distances sake. A lot of the building have no depth, as mentioned there's little sense of life in there. It looks a little blank at the moment. I think you should tighten it up a lot and focus all the architecture and detail you've got into smaller and more manageable space. That way you can pile on the detail and cram in enough to make it seem more alive without overly large and seemingly pointless areas.

    Thats my tuppence worth. You'be done a lot right, but there does seem to be a pervasice sense of desertion and emptyness in some of those screens.

  • cs palmrich

    • Schmung
    • August 24, 2005 at 6:54 PM

    I lost most of my TS stuff. Remade some of it with hte result that the maps in question were a shitload better, but with some of them it was just too much effort.

  • Almost been a year...

    • Schmung
    • August 24, 2005 at 6:53 PM

    Yay! Nice one.

    From the amount of work I hear you guys have been doing, some kind of announcement can't be far off...

  • ultrasound :o

    • Schmung
    • August 21, 2005 at 10:58 AM

    aghrh

    It's waving at us...

    Babies scare me.

  • CS Source: de_arcticbase

    • Schmung
    • August 18, 2005 at 7:29 PM

    Could do with a smidge more texture variation on those buildings.

    Looks promising though.

  • Guess the map!

    • Schmung
    • August 17, 2005 at 9:18 AM

    SonicDMs I think.

  • Guess the map!

    • Schmung
    • August 16, 2005 at 9:55 PM

    ngrrg

    My guess was gonna be Kingpin, but its too flash for Q2.

    Fuckdammit, I got loasd so far, but was slow to post because of work.

  • de_projects (cs1.6)

    • Schmung
    • August 16, 2005 at 9:17 AM

    More clolour and less squares/cubes. Angles are where it's at..

  • Doom III: Q2 Lost Marine Test Build Released

    • Schmung
    • August 11, 2005 at 10:11 PM

    Looks worse thatn Q2 (Assuming you're using Beefquake and have high res textures).

  • HL2/CSS Problem!

    • Schmung
    • August 10, 2005 at 11:26 AM

    When my Dads old vid card blew he bought a 5000 series, I ahd that off him and gave him my ti4400. My performance in CSS went down, even when I forced a lower shader value. Had my ti4400 back a few hours later.

  • Research, development and funding

    • Schmung
    • August 9, 2005 at 1:07 PM

    Most of the interesting stuff in the Uk is done by guys in sheds who wear deeplky unfashionable woollen jumpers and have £3 a year in funding.

    Hurling money at 'pointless' research mostly occurs because the plug is pulled when nothing much is happening, so you've thrown a few billions $ at a project for three years and seen nothing, you shut it down. Probably more sensible to give them less money over a longer period of time, which would be more useful to everyone, but thats not the way the financing works.

  • level/mod project

    • Schmung
    • August 9, 2005 at 12:37 PM

    ah, wasn't sure if HL2 did that or no, thankee.

  • Summer!

    • Schmung
    • August 7, 2005 at 1:40 PM

    Just work really. Then going out on the weekend. Visited a few friends. Nothing too exciting. Reading festival in a few weeks though. Can't wait for that. Done hte odd bit of mapping and modelling, but it's tricky fitting it work, I'm usually so tired when I get back in teh evenings that I just want to relax and at weekends I'm usually too busy. C'est la vie.

  • level/mod project

    • Schmung
    • August 7, 2005 at 11:43 AM

    Aye, you can't change the models once they're inside hammer. So if you wanted decals on it, you'd have to make another model. So if you had say, a washing machinne and you wanted dirty, clean and a bit dirty, you'd have to either make three versions, or have them assubobjects or something (not sure if this works in source, but doable in hl). Any world geometry can have decals/alpha layers and all sorts done to it, so you now no longer need dirty/clean/a bit dirty versions of textures.

  • [DM_RustStairs]

    • Schmung
    • August 5, 2005 at 9:22 AM

    Red lighting could be toned down a smidge, maybe so me other colours on that cliff as well, difficult to see it properly right now, it looks a little crude to me, but that could just be the light. Otherwise, it's bloody marvellous.

  • CS Source: de_arcticbase

    • Schmung
    • August 4, 2005 at 10:58 AM

    Nwot wrong with cool looking inacessible areas, as long there seems to be a valid reason for them being like that. The annoying thing about morningstar is that the pool room is so annoyingly close. It looks like you should be able to get in there, but you just bloody well can't. I'm trying to think of a good example to the contrary, but my brain fails me at present.

  • Arbogast

    • Schmung
    • August 3, 2005 at 1:49 PM

    My main problem with that area and the weird structure is that it looks a wee bit cramped for DM.

  • Landed Myself a Job!

    • Schmung
    • August 1, 2005 at 9:13 PM

    Well done sah!

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