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  3. ginsengavenger

Posts by ginsengavenger

  • So who else is waiting for DoD:S

    • ginsengavenger
    • September 27, 2005 at 12:09 AM

    after one round my first impression is that the game fucking ROCKS and runs smooooth like warm butter on my 9800pro, full HDR.

    then i tabbed out and it crashed.

  • Stupidity reigns

    • ginsengavenger
    • September 26, 2005 at 6:36 PM

    too long and too ridiculous to finish

  • The random model thread!

    • ginsengavenger
    • September 26, 2005 at 5:06 AM

    it's cool, not much to comment on

    how big is it meant to be ingame? scaling of the hatches might be a little odd if it's just a regular-sized room window. the tex you linked to, is that the actual skin file? it has odd dimensions.

  • My first 2 models

    • ginsengavenger
    • September 26, 2005 at 3:36 AM

    nice. start getting used to the idea of a polygon budget though

  • O...M...G...

    • ginsengavenger
    • September 26, 2005 at 3:14 AM

    It's ignorant and misunderstanding replies like these that are the reason people don't often post their collections to the interweb. Some people are collectors, they have the urge to collect. So what. It's not uncommon, in fact entire industries are rooted in collectors like this guy. Give them a break, it's how they enjoy spending their time and money and it's completely harmless.

    If you want to gawk at a waste of time and money why don't you ostracize destructive hobbies like drinking and gambling.

  • Sands of War 2 beta 1 released!

    • ginsengavenger
    • September 25, 2005 at 9:27 PM

    i played it

    there was just one server across the ocean and i was playing against a couple of locals so...

  • totally random texture thread

    • ginsengavenger
    • September 25, 2005 at 1:19 AM

    That is a factual statement, I can't and won't dispute it

    The question is whether that "slight difference" is worth the time spent building the normal map or the rendering overhead involved. If you're making a horror game that is close quartered and very dark and moody and heavy on lighting effects, fine it may be worth the investment. But I don't think most applications warrant it and I certainly don't think that every brick texture needs to be bumpmapped.

  • The Ascendancy - Excellent Maps for HL2DM

    • ginsengavenger
    • September 25, 2005 at 1:13 AM

    well done, i hope you get a lot of exposure because this is a good service.

  • totally random texture thread

    • ginsengavenger
    • September 24, 2005 at 11:29 PM
    Quote from Hipshot

    A bricktexture, should always have a bumpmap,

    You've already stated that, and I think you've found a point of contention

    Perhaps you should post a more reasonable use because this is rather unrestrained and looks pretty bad IMHO. I've only looked at a few but none of the HL2 brick textures I've seen have used normal maps.

  • F.E.A.R Level Design Article

    • ginsengavenger
    • September 24, 2005 at 7:23 PM

    pretty cool. lookin forward to this one.

  • The random model thread!

    • ginsengavenger
    • September 24, 2005 at 7:00 PM

    heheh, those are wires yeah. mike-o asked for the UVs

    the mirroring is definitely the iffiest part imo, but i honestly couldn't come up with a better way to UV it i don't think it'll matter much to most players, we'll see.

  • The random model thread!

    • ginsengavenger
    • September 24, 2005 at 12:56 AM

    look attached to the base? that's because they are, it's overgrown with lichen http://tinyurl.com/agc88

    i got a little overexcited about it though hehe, i'll make another version with less and with some other fixes.

    [Blocked Image: http://junx.home.comcast.net/lantern1UVtex.jpg]

  • The random model thread!

    • ginsengavenger
    • September 23, 2005 at 11:17 PM

    trying to get back in the saddle, very WIP. i went a little nuts with the lichen.

    [Blocked Image: http://junx.home.comcast.net/lantern1.jpg]

    434 tris, with LODs at 330 and 226. never made LODs before, so i'm trying to get an idea what to shoot for. it's kinna fun.

  • Sands of War 2 ingame media and new site

    • ginsengavenger
    • September 23, 2005 at 11:09 PM

    sploitz?

  • Sands of War 2 ingame media and new site

    • ginsengavenger
    • September 23, 2005 at 10:34 PM

    jesus what's so hard to believe about it? it's just an effect run on each rendered frame before it hits the screen. it doesn't look real great but it's cool they're doing stuff like this. notice it affects the HUD but not the netgraph. why would someone photoshop that?

  • Duck Doom

    • ginsengavenger
    • September 23, 2005 at 7:36 PM

    hehe yeah i couldn't hit anything either... i got pretty good with it though, you just have to lead the duck by a little bit and it will usually hit.

  • Duck Doom

    • ginsengavenger
    • September 23, 2005 at 6:01 PM

    http://forums.gamemaker.nl/index.php?showtopic=81168

    [Blocked Image: http://craphound.com/images/duckdoom.jpg]

    pretty old but good fun.

  • Post your Place Extravaganza

    • ginsengavenger
    • September 23, 2005 at 10:10 AM

    i really like that arched brick built-in/fridge space in your kitchen. and the upstairs landing is pretty cool with that rounded corner.

    the lady and i just moved into a new apartment and i'll be buying a camera in the next little while.

  • Low Poly Building

    • ginsengavenger
    • September 23, 2005 at 4:52 AM

    well my thought was that if it's going to be way off in the distance that resolution could be used elsewhere

    but if it's for near-skybox use i guess that's fine.

  • Sands of War 2 ingame media and new site

    • ginsengavenger
    • September 23, 2005 at 1:03 AM

    no need to be mean, curman.

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