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  3. jayrabbit

Posts by jayrabbit

  • O...M...G...

    • jayrabbit
    • September 25, 2005 at 7:50 PM

    collecting comics, open & read them = ok

    collecting comics and keeping them in a plastic cover forever = nerdy

    buying a collector's edition dvd/game because it has some cool exclusive and usefull features = ok

    buying a collector's edition AND the normal edition and every possible edition that exists = nerdy

    having 3 or 4 action figures of your favorite childhood hero on your shelf = kinda ok

    having a whole shitload of figures, still in the original wrapping, bought for hunderds of dollars on ebay and geek conventions = definitely nerdy

    :roll:

  • parallax mapping in source??

    • jayrabbit
    • September 19, 2005 at 8:05 PM
    Quote from von*ferret

    I can run any game perfectly, including that FEAR demo on top marks, bf2 top marks, ect. But source runs like shit no my computer. What gives?

    Try to make large outdoor maps in FEAR and you would have super bad performance.

    Or try to make detailed indoor rooms in BF2. I suppose it would look kinda ugly.

    Source is somewhere in the middle. The indoor parts look nice but not great because of the simple lighting / shadow system. On the other hand you can make larger outdoor stuff, but not as large as BF2.

    It's somewhere in the middle, you know what I mean

  • CryEngine2 techdemo

    • jayrabbit
    • September 19, 2005 at 5:54 PM

    Most shadows in games are kinda "faked".

    There are very few games where shadows are actually (particularly) ray traced, e.g. Doom3

  • CryEngine2 techdemo

    • jayrabbit
    • September 19, 2005 at 4:31 PM
    Quote from Hipshot

    Finaly volumetric clouds, I mailed valve about this before Source was released, Source were not supposed to have that.

    What's the difference between volumetric clouds and volumetric smoke? Both is made up of particles, right?

    I guess you could make that in source as well.

    Anyway it looks stunning

  • CryEngine2 techdemo

    • jayrabbit
    • September 19, 2005 at 11:04 AM

    wow!

    I envy Friechamp

  • Metal Gear Solid 4 pics and TRAILER!!

    • jayrabbit
    • September 19, 2005 at 9:42 AM

    wow those graphics look awesome. I hope it's not a prerender thing like killzone2 again...

    but I don't like the new solid snake. he's older than sam fisher now...

    ah by the way, have you seen the 2nd trailer about hideo koijma... splinter cell rip-off included.

  • parallax mapping in source??

    • jayrabbit
    • September 15, 2005 at 9:02 PM

    Source can do dynamic lighting but it needs too much performance. The dynamic shadow system is even a bigger piece of crap.

    ...but still I think that source is the best available engine for modding. Unreal 2 is getting old and Doom3 is too limited.

  • parallax mapping in source??

    • jayrabbit
    • September 15, 2005 at 7:37 PM

    I would rather have a better lighting / shadowing system in source.

  • Street Light

    • jayrabbit
    • September 14, 2005 at 5:44 PM

    There is a "optimize" modifier in max, but it's useless in most cases.

    For reducing polys the "weld" / "target weld" function should be your friends

  • Your Top5 game developers

    • jayrabbit
    • September 14, 2005 at 3:17 PM

    best game company ever... Rareware!

    [Blocked Image: http://www.rareware.com/games/recent/conkerlive/images/conker_pose.jpg]

    ...for making the coolest squirrel in game history.

    /and for making a bunch of other cool games such as goldeneye, donkey kong, perfect dark and more...

  • totally random texture thread

    • jayrabbit
    • September 8, 2005 at 1:22 AM

    Post the texture. I see nothing on this little screenie

  • Level Designer Wanted at Top Developer

    • jayrabbit
    • September 7, 2005 at 8:12 PM
    Quote from Skjalg

    Reqs like this makes me sad. Also, those of us that can actually fill that req have a job.

    You're right. Such requirements do really suck. Why don't companies just judge by the portfolio? I mean it's not like that there are sooo many unemployed game designer out there.

  • A robot model

    • jayrabbit
    • September 6, 2005 at 5:35 PM

    very cool

    what did you use for rendering?

  • games that seem to make time fly by!

    • jayrabbit
    • September 6, 2005 at 12:56 AM

    I've played Vampires - Bloodlines recently. The haunted hotel level scared the shit out of me - maybe the best horror part in a game ever!

    Very cool game, too bad Troika doesn't exist anymore.

    uuh by the way, wasn't there a guy at mapcore who used to work on Vampires?

  • My first model - Knife

    • jayrabbit
    • September 6, 2005 at 12:47 AM

    Those 3 bolts on the handle are a waste of polygons. A normal map can do it as well.

    The rest of the knife looks well done.

    Now comes the fun part... the unwrapping :roll:

  • You will play this HL2 single-player expansion.

    • jayrabbit
    • September 4, 2005 at 1:02 PM

    It kinda reminds me of Far Cry... island, WW2 bunker and stuff

    Leveldesign was quite good but not overwhelming. Gameplay was great though, even better than most parts of the original HL2.

    The text message thing was is definintly a bad way to tell the story. I mean, who has enough time to read this cryptic stuff while being surrounded by a whole bunch of enemies.

    Anyway I'm looking forward to play the next episode.

  • Before VS. Now

    • jayrabbit
    • April 10, 2005 at 10:43 PM
    Quote from insta

    Good thread Hopefully we will slow down a bit on the graphics side soon, and focus on other areas such as AI, immersion etc.

    Good point!

    Look at Half-Life 2. I mean the graphics, the physics, characters and all the other things are really great, but the AI is almost the same as the one in HL1. (Somehow I think the marines were even smarter than these combine guys...) There was almost no progress of the AI in the whole game industry the last few years. Even in Splinter Cell 3 the enemies aren't that much smarter than the guardians in Thief 1!

    So next step should be an AI revolution - forget about all these parallax maps and stuff. :wink:

  • [Wip] Train

    • jayrabbit
    • April 10, 2005 at 8:02 PM

    The problem are not the details themselves. The problem is the "poly per detail number"

  • [Wip] Train

    • jayrabbit
    • April 10, 2005 at 7:40 PM

    Looks nice.

    The headlight and the grille are too detailed. A normal map would do it as well.

  • The 'Core Sketch Thread!?

    • jayrabbit
    • April 10, 2005 at 7:28 PM

    you call this a SKETCH?

    :wink:

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