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  3. ReNo

Posts by ReNo

  • The random model thread!

    • ReNo
    • December 20, 2006 at 3:39 PM

    Still comes across as more like fur than wood to me, but it is better than before. I'm sure somebody who knows what they are doing with 2D art will be able to help you out; I'm afraid all I can say is that I'm not getting wood from that texture

  • The random model thread!

    • ReNo
    • December 20, 2006 at 12:36 PM

    I don't really get any sense of what that is made of from the texture. Looks as much like a blurry, muddy clay type material, or perhaps even animal fur, as it does wood (which I guess is what it is actually made of).

  • The room

    • ReNo
    • December 18, 2006 at 5:13 PM

    Well its not really any secret that it's old - it does say on the linked to video that it's from 2005 - but its a nice video for those who haven't already seen it. Can't imagine it's quite as impressive now as it was at the time however, what with Portal and all that.

  • Black Mesa Source is back

    • ReNo
    • December 18, 2006 at 1:25 PM

    How unsurprisingly sexy those new shots are Keep up the good work guys!

  • It's someone's b-day...

    • ReNo
    • December 17, 2006 at 1:02 PM

    sup Reilan!

    Christ, a year already huh? Crazy...

  • Weird 1st person weapon problem!?

    • ReNo
    • December 14, 2006 at 11:25 PM

    I'd make the sidewalk a func_detail personally as I'm a sucker for a neat BSP (or maybe leave it as is and use a hint plane across the "dip" in the road), but the performance benefits of cutting down on just a handful of vis leaves is not significant. I've often spent a fair bit of time neating up BSPs just to compile them and find performance is within 1 or 2 fps of the original version. Does make lovely fast compile times for VIS though

    Of course, if your BSP is complete mess of oddly angled leaves then I'm sure performance could suffer, but by leaving a few brushes as world brushes and thereby creating a few superfluous leaves, you are unlikely to be doing much, if any, harm to your performance.

  • Recall to Hell

    • ReNo
    • December 13, 2006 at 10:37 AM

    Wow, thats pretty much the most impressive mod work I've ever seen.

  • Is this any good? (Need replies asap)

    • ReNo
    • December 12, 2006 at 12:22 PM

    They already have, but right now its just the high end models that will set you back at least £300, which means its not exactly economically viable for many people yet.

  • Now playing

    • ReNo
    • December 12, 2006 at 11:33 AM

    I picked up Dirge of Cerberus for cheap, despite the poor reception it recieved, as I'm a bit of a FFVII fanboy. Its a rather startling jump backwards for the genre after playing through Gears of War - it has no cover mechanic, awkward movement/turning speeds, shoddy reliance on an overly generous auto aim system, and boring, bland-to-look-at level design. Despite that, I'm sorta enjoying it! I like the weapon customisation system, and once you get used to the auto-aim system it doesn't feel as horrible as the first impressions suggested. I'll probably play through it, more for the story than the gameplay. It feels disgusting going back to the PS2 after being used to the 360 on an HDTV though....ewwwww murky blurry visuals!

  • Is this any good? (Need replies asap)

    • ReNo
    • December 11, 2006 at 5:57 PM

    Those were AGP cards guys, which I'm guessing means he is in need of an AGP card. In that case, I'd be tempted to suggest not bothering with a graphics upgrade and instead saving up for a system overhaul. Will cost quite a chunk however, unfortunately, so if it isn't feasible you might wanna get something that will just do you until you can afford it. I wouldn't want to spend over £100 on a card if I was putting it in an AGP system, personally.

    This article over at toms hardware might be of use to you; it covers both PCI-E and AGP cards...

    http://tomshardware.co.uk/2006/11/07/th ... _money_uk/

  • de_industrial *now with working pics*

    • ReNo
    • December 11, 2006 at 1:06 PM

    All broken for me there too mate

  • Any internships available at CryTek?

    • ReNo
    • December 9, 2006 at 4:05 PM

    Sorry to hear about your previous company going under - seems that most in Scotland have gone that way in the past couple of years. Best of luck hunting down a position.

    I'll pass on your hello to Gayle on Monday

  • Any internships available at CryTek?

    • ReNo
    • December 9, 2006 at 3:03 PM

    Hey Ally, who were you working for in Edinburgh? I'm working for Outerlight there just now. And what uni did you do your game development degree at as well, out of curiousity?

  • MapCore Job Census

    • ReNo
    • December 9, 2006 at 3:01 PM

    Red Storm? Wow, well done atrocity, hope it goes well for you

  • totally random texture thread

    • ReNo
    • December 8, 2006 at 8:18 PM

    Its not really a case of bricks getting broken or not, its just that the actual surface texture of each brick is VERY different according to the normal map, which doesn't really make sense when looking at the diffuse. Cracks, chips, etc... can all be distributed unevenly sure (though too unevenly and it's gonna tile pretty badly I'd guess), but the general roughness of these bricks looks really really different, which, I agree with Phil, just seems wierd.

    Got any shots of this in an engine Reflex (or in a render)?

  • The Hows And Whys of Level Design - Released!

    • ReNo
    • December 8, 2006 at 8:13 PM

    And there's my parents just asking me for a list of stuff I'd like for christmas - this is very near the top (just ousted by Viva Pinata ). Congratulations on getting it finished mate, I look forward to reading it very much!

  • Portfolio

    • ReNo
    • December 8, 2006 at 10:30 AM

    Like FMPONE, I've gotta ask, where the hell did these maps come from? I've see the BF2 one, and I recall seeing one screenshot of the asian office, but the top of the three is entirely new to me and I had no idea the asian office was anything more than that large windowed corridor. Are these finished works, or just some things you are playing around with? I'm impressed that you still seem to be doing a whole lot out of the office - I generally find it hard to want to spend any more time with Hammer (as much as I'd like to work on some of my own projects).

  • Now playing

    • ReNo
    • December 6, 2006 at 3:05 PM
    Quote from Dennispls

    Really?hehe glad you like it a lot of testing has gone into this!

    Yeah, I'm really enjoying it so far! I take it from your comment that you were working on QA for it? Just finished off the first chapter and did a few challenges, so I dunno whether it will hold my interest for long, but my first impressions are that this is the best action game I've tried on the PSP. Gonna pick up Syphon Filter at some point as I hear it is pretty much the benchmark action game for the system, and MGS:Portable Ops is out here in January, so with the 3 of those all seemingly very good the PSP is building quite a good action game library

  • Racing Game Project "Devil's End"

    • ReNo
    • December 5, 2006 at 11:01 PM

    What did you use to make this Dark (the game, not the art I mean)? Looks very cool anyway; a very solid looking prototype!

  • Now playing

    • ReNo
    • December 5, 2006 at 10:52 PM

    Just got Killzone: Liberation for the PSP and I'm really glad I did. While this game probably wouldn't hold up too well on a home console it feels perfect for the portable system. The top down camera works really nicely and the controls are spot on - by avoiding the temptation to go for a traditional TPS or FPS they've made something vastly more playable for a portable system. In fact, I can't imagine an action game feeling much more at home on the PSP. It looks lovely and ragdoll corpses are a really nice (and unexpected!) treat. I really like the focus on cover and maneouvering around the environment to outposition your enemies, and while it perhaps lacks the depth of something like GRAW, it does raise it above being a mindless shooter (or at least a run-and-gun shooter...its not exactly pushing your tactical prowess).

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