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  3. ginsengavenger

Posts by ginsengavenger

  • Mapcore official 'members'?

    • ginsengavenger
    • December 13, 2005 at 7:22 AM

    I don't think Mapcore needs to change. With a couple exceptions it's generally a levelheaded, laid back and accepting bunch of people. It's a modest collection of community minded creative types, and I don't think it needs to aspire beyond that. The people who run it already have full time jobs. I think the forum structure could be much more streamlined and the moderatorships less fractured, but it works pretty well for what it is.

    EOT has its place, and that place is in EOT. EOT needs to stay in EOT.

  • What part of sucks ass doesn't Uwe Boll understand?

    • ginsengavenger
    • December 13, 2005 at 7:12 AM

    Who saw the Dungeon Siege trailer. Comic HILARITY.

    NObody could make that movie look good.

  • Spike TV Video Game Awards

    • ginsengavenger
    • December 11, 2005 at 10:18 PM

    hl2 was last year.

  • Nazis versus Stormtroopers.

    • ginsengavenger
    • December 11, 2005 at 10:01 PM

    wtf.

  • school project: Buddhist art... kinda

    • ginsengavenger
    • December 10, 2005 at 7:53 AM

    I think the best thing about this piece is the deliberate perspective on the two pillars on the left and the right, and more subtly in the altarpiece itself and the other verticals.

    They impart a real sense of perspective and *eminence* to the entire piece which works very well. Without that I think it would feel very flat, static and plastic.

  • Source Engine Upgrade on its way.

    • ginsengavenger
    • December 10, 2005 at 6:56 AM

    Saw this earlier, pretty damn sweet. I'd love to play awhile with all of it except the scratches/hairs.

  • school project: Buddhist art... kinda

    • ginsengavenger
    • December 10, 2005 at 5:42 AM

    I really like it but I'm really not into the outright mirroring of the left/right elements.

  • Mapcore official 'members'?

    • ginsengavenger
    • December 10, 2005 at 5:34 AM

    true that

  • WIP in WIP, post your level screenshots!

    • ginsengavenger
    • December 8, 2005 at 4:56 AM
    Quote from RD

    Unfortunately quark cant do displacements, so i gotta do it the old way which will look a bit worse

    yeah i've heard you say it enough times, just wanted to jibe ya a bit more

  • Nazis versus Stormtroopers.

    • ginsengavenger
    • December 7, 2005 at 7:01 AM

    But where does the Stay Puft Marshmallow Man fit in::::

  • totally random texture thread

    • ginsengavenger
    • December 7, 2005 at 6:58 AM

    How come you guys didn't know the difference between normal maps and bump maps. Don't you read up on anything?

    Bump maps have been around forever in renderers but they never made it big in realtime game engines because they are very expensive. They are used to generate geometry at runtime which is used to figure out what direction a pixel on a face is "facing" (its normal) which is used to generate accurate lighting information.

    A normal map uses three color channels to directly encode that normal into a single pixel of information so nothing has to be figured out at runtime. The pixel simply has to be lit based on whether it's "facing" a lightsource or not.

    That's why there are PS filters to convert bump maps to normal maps, because if you can drop that step at runtime you gain much performance. There is really no difference in the results except for the performance gain in using normals over bumps.

    It is not over for bump maps. It is very difficult to paint a normal map but it is much easier to paint a bump map. You will be painting bump maps and converting them to normal maps for game use.

  • Nazis versus Stormtroopers.

    • ginsengavenger
    • December 7, 2005 at 6:44 AM

    ok how about Ewoks vs the French

  • WIP in WIP, post your level screenshots!

    • ginsengavenger
    • December 7, 2005 at 6:33 AM
    Quote from kleinluka

    i heard some guys at eb games talking about how they played iceworld the other day and i remember thinking RD MADE THAT!§()!118901q~

    :roll:

    lookin good rd needs more displacements

  • [WIP] SV-98 Russian, 7.62mm (uodate, started texture)

    • ginsengavenger
    • December 6, 2005 at 6:51 AM

    yeah dude that fat grain makes the stock look like it's made of balsa. the pic cyanide posted is irrelevant as reference because it's composited not solid stock..

  • this article scares me...

    • ginsengavenger
    • December 6, 2005 at 6:41 AM

    Some excellent advice in there. Heed his warnings but keep perspective - sometimes it will be hard but you're still in game art for a living. You could be working at a wastewater treatment plant or at your uncle's dry cleaners. Things could be worse.

  • Birds and Skies

    • ginsengavenger
    • December 4, 2005 at 7:47 PM

    mmmmm wide angle goodness.

  • de_corse

    • ginsengavenger
    • December 4, 2005 at 7:43 PM

    mmmmmm. i'd just reskin the gray stone corners, they stand out against the older warmer stonework of the walls.

  • Chocolate Milk

    • ginsengavenger
    • December 4, 2005 at 3:07 AM

    watch, that kid'll grow up to be a middle manager and get off on bossing around people like you and me.

  • What's behind this greencard lotery stuff ?

    • ginsengavenger
    • December 3, 2005 at 7:49 AM

    the message isn't flashing so i guess i'm not eligible...?

  • HL1: Exceeded MAX_MAP_LIGHTING

    • ginsengavenger
    • December 3, 2005 at 6:50 AM

    well if the default is 6144 then you should increase it incrementally until it works, huh?

    I've made some big fkn maps but I never ran into this one. perhaps increase your -chop value?

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