There is probably a maximum size of the lightmaps - eg. 128x128 luxels - and so when a face of too large a size for one lightmap to fit is made, then the surface is tesselated into smaller faces - one per lightmap. I've no idea if that is correct by the way, just one of the likely reasons as far as I can tell.
Posts by ReNo
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So the water doesn't use lightmaps at all then? Seems odd that if that is the case the compiler bothers to calculate them for water surfaces

I've seen too much confusion over the whole increase/decrease lightmap scale thing because some people are referring to the resolution and others refer to the scale. When people say make a higher resolution lightmap they mean you decrease the lightmap scale, and vice versa.
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I'd hope they'd buy a shed load more than one of them
We have dozens of PS2 linux kits which are horrible to work with - I couldn't imagine the disaster area that lab would be if we all had to share just one dev kit! We also have Gamecube devkits but they seem to be reserved for the Masters students, grrrr. The revolution would be an awesome kit to work with though, and it really is a low price point compared to most. -
Wow, best looking third person mod I've seen in a long time...probably ever. From the stills it looks like that is a cool sneaking around animation
Reminds me a lot of Headhunter Redemption, mostly due to the character poses, camera, and somewhat hazy quality that the screenshots have. Dunno if thats how things look in game or if it is a screenshot thing, but it looks good. I'm not a fan of the HUD though - too prominant and eye catching, it isn't so much "there when you want it" visually, but "LOOK AT ME I'M OVER HERE!" 
Oh yeah, and I'm not texture artist unfortunately, but if I was I'd be very interested. So, err, sorry. Best of luck!
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I want it so bad I ordered the second Ghost Recon for my Xbox to tide me over
I've still not grabbed a 360, and won't be until after I graduate in a couple of months, so it will have to do me for now. Reviews so far have looked extremely positive. -
This presentation has made a come back big style over the past week it seems.
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Yeah the hit isn't too bad really, though I wouldn't suggest using higher res lightmaps all over the place. Use it on the surfaces you need to to get the nice effects (eg the floors and walls you have used them on), but don't waste memory with hi-res lightmaps for surfaces that don't take advantage of them.
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I'm sure it is all true to some extent, but I didn't like the article. The guy was writing that as if he had worked in dozens of games companies and seen the story repeated time and time again, but he was basing his rant on one job in one company. It came across as trying to big-up himself and put down everybody above him in the hierarchy.
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Great article, thanks for the link. When I saw this post I was thinking "this is just gonna be the little bonus video from the PAL release", but, unlike that video, this wasn't a meaningless waste of time
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Very nice man, love the shadow detail on the floor and lower walls. You should start making your own props though - I've seen nothing but sexy stuff from you, but if you could throw off the generic HL2 settings, at least a bit, by introducing your own props then...then...it would be cool! My only gripe with this is that it looks somewhat washed out, probably because, as Mazy said, it could benefit from more contrast. Not sure if you meant it to be this way though, as it makes it look somewhat hazy/dusty which may suit the setting.
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Haha, as much as I like Sawyer as a character, I'm inclined to agree with Frie on this

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http://wallpaper.deviantart.com/
If you can be bothered browsing through, there are thousands of good'uns to be discovered in there I'm sure

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I was talking to my flatmate about this and apparently the PAL version received quite a few fixes and optimisations, so it might just be the US copies that had these problems. I've not had any issues - graphical or otherwise - that aren't to be expected (ie. obvious popup and the like). Sounds like you have got it bad though KFS
Hope you can persevere and get through it, as it is one of those games that you feel even better about once you have completed it (just like ICO eh
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Well you did have do to it earlier in the game, so it's not as if they didn't introduce you to that ability or something. I'l admit it was probably the most awkward platforming bit in the game and the distance you had to travel to get back to it was massive, but it's not a deal breaker or anything.
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Quote from D3ads
I'm trying to do things with the original game that hasn't been seen before so I can add new elements to the gameplay.
No offence mate, but fixed axis sprites have been done plenty times in HL1, and having a sprite animation as a screensaver on a computer in your map is hardly adding new elements to the gameplay
Still, good on you for persevering and try to do things the best way you can - I'm sure many people would simply have opted for a picture or animated texture instead. -
Maybe buying the product just lets you route your packets through an uber speedy, relatively direct service provider rather than bouncing here there and everywhere, and the card is just an object to make you feel like you are getting something for your puchase

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The broken tile section has the lines of tiles perfectly straight and perfectly parallel - how about making it more rough, and maybe embed a few tiles/tile bits into the mud that is exposed?
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Jinx wrote up an article on this a while back...
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Shirt looks a little awkward at the shoulders, but that is one kick ass costume
Like the fact you hid the nipples on this skin; I find them a little bit too creepy and sleazy on a game model
She comes across as a far more likeable and appealing character now, so great job. -
I have no idea what I'm looking at, but it is certainly eye catching and visually interesting. Good to see you back by the way
