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.
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.
too long and too ridiculous to finish
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.
nice. start getting used to the idea of a polygon budget though ![]()
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.
i played it ![]()
there was just one server across the ocean and i was playing against a couple of locals so...
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.
well done, i hope you get a lot of exposure because this is a good service.
Quote from HipshotA 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.
pretty cool. lookin forward to this one.
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.
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]
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.
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?
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.
http://forums.gamemaker.nl/index.php?showtopic=81168
[Blocked Image: http://craphound.com/images/duckdoom.jpg]
pretty old but good fun.
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.
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.
no need to be mean, curman.