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  3. ReNo

Posts by ReNo

  • Post Your Pet

    • ReNo
    • December 24, 2005 at 11:32 AM

    You guys are making me so jealous - I've always wanted a dog but it's not really possible been possible due to my Dad working away from home and my mum and sister not really wanting to look after one so much themselves I'm definately gonna try and get one at some point though, so pettable!

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • ReNo
    • December 23, 2005 at 2:01 PM

    To be fair, the light backgrounds at mapcore do the map no favours - check out its post on snarkpit to see it against a black background and it really isn't looking too dark...

    http://www.snarkpit.net/forums.php?foru ... t#newposts

    That said, I'd recommend more colour. Maybe you are planning on adding that in with your textures rather than your lighting, but the flat white spotlights aren't doing it for me. Personally I think it might be cool to vary your point_spotlights a bit - have some fatter, others shorter, and different in colour. Not each and every one of them obviously as it would be garish, but differences between "sets" of them, such as those two pointing up near the top of the third screenshot.

    Keep up the good work anyway, it's looking better and better

  • Happy Holidays to everyone on Mapcore!

    • ReNo
    • December 22, 2005 at 8:10 PM

    Have a good one guys

  • Wish me good luck now!

    • ReNo
    • December 20, 2005 at 6:45 PM

    Best of luck mate, that would be a wonderful company to work for so I hope you get it

  • What toothpaste are you using?

    • ReNo
    • December 20, 2005 at 5:21 PM

    What a crazy idea for a thread I'm using some pretty hi-tech shit from the best in toothpaste - colgate. Bring on the oxygen!

    [Blocked Image: http://www.snarkpit.net/pits/reno/random/toothpaste.jpg]

  • Programmer or Serial Killer?

    • ReNo
    • December 20, 2005 at 5:06 PM

    6/10

  • New site for me as well!! :D

    • ReNo
    • December 19, 2005 at 10:35 PM

    I like it - nice and simple, and quick loading. Obviously it could use a few graphics - most notably a header to fill in that rather odd looking header space - but as you say these things are coming. Don't mean to be a prick or anything, but just thought I'd point out that you should say "so and so works for so and so", as opposed to "so and so works on so and so" when talking about a person working at a company

  • Cinematic Effects in HL2 Source

    • ReNo
    • December 19, 2005 at 10:15 PM

    I think there was a thread posted about this already, though I might just be confusing it with Snarkpit. Anyways, I love it. Motion blur in particular is very yummy in my opinion, mostly due to its use in PGR3.

  • mdS Trashcan (warning, a lot of pictures)

    • ReNo
    • December 19, 2005 at 9:02 PM

    Wow, just....wow. Are you planning on doing any public releases of model packs or anything?

  • WIP in WIP, post your level screenshots!

    • ReNo
    • December 19, 2005 at 12:25 AM

    Those brick walls are crying out for some decals or something to break up the repitition.

  • !!!! BABY ALARM !!!! CONGRATULATIONS TO KUNGFUSQUIRREL

    • ReNo
    • December 18, 2005 at 10:48 PM

    Awww what a cutie! Many congratulations to you and your wife mate, I hope this next phase of your life beats those than have gone before it hands down

  • WIP in WIP, post your level screenshots!

    • ReNo
    • December 17, 2005 at 11:43 PM

    I think you should have modelled it to be honest BSP geometry isn't meant for such detailed objects. With the number of planes, and particularly the off-angle nature of many of them, it's no wonder it's taking so long to compile. Have you made it into func_detail brushes or is it just world brushes? If the latter, do the former

  • de_something [wip]

    • ReNo
    • December 16, 2005 at 8:14 PM

    You should maybe get some big ass thing into the skybox that you can see from anywhere, thereby providing a useful landmark that an help tie everything together. Be it a hill, tall building, or industrial smokestack, I think it would help out.

  • Forum Features / Suggestions

    • ReNo
    • December 16, 2005 at 7:41 PM

    Pretty cool new visual theme so far, but is the main bulk of the forum still mean to be the light shades of blue? It doesn't quite work with the new shades of grey/blue in my opinion.

  • Darwina

    • ReNo
    • December 16, 2005 at 5:15 PM

    Ah ok, did they tell you that in the demo, as I never noticed? I must have had an engineer capture one accidentally as one was definately seeming to pump out new green guys while I was away bringing in reinforcements from my regular incubators. Damn engineers kept taking souls back to the FIRST incubator as it was closest in straight line distance from most of the souls - took ages to trek them around as reinforcements!

  • zbrush test

    • ReNo
    • December 16, 2005 at 4:43 PM
    Quote from RD

    alright, someone explain what zbrush does

    From my understanding of it (I've never used it), it allows you to scult detail onto models very simply through a somewhat painterly-esque interface. So instead of adding polys and shifting vertices, you paint ridges and wrinkles onto existing meshes. I wasn't aware you could make models from scratch using it - the most common use most people seem to have for it is to add surface details to faces.

  • zbrush test

    • ReNo
    • December 16, 2005 at 5:05 AM

    Oh lordy, I dunno what I'm looking at there, but it's looking damn sweet! The skull looks like a real metal figure, so touchable.

  • Darwina

    • ReNo
    • December 16, 2005 at 5:03 AM

    Played through the demo and quite enjoyed it, but not enough so as to make me want to buy it. I've a fairly strong feeling it would get boring quite fast, and I was getting a little bored towards the end of the demo.

    Quick question - do the generator things on the centre island (around the rocket) bring units back to life or something? I never actually SAW it happening, but I kept seeming to notice more of my units and enemy units around them when I came back to that island after looking elsewhere for a while. I'm not talking about the incubators by the way.

  • WIP in WIP, post your level screenshots!

    • ReNo
    • December 16, 2005 at 4:59 AM

    Aye, get some nodraw blocks in behind any significant displacement work that would block VIS if it could block VIS, if you know what I mean Tony nit-picking suggestion; use different plank textures on one of the two double wooden plank bits you have going over that rock (ie. shift the texure on the x-axis so they don't match).

    EDIT: I have absolutely no bloody idea what "Tony nit-picking" means by the way, I think that was the worst typo for "totally" ever made

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • ReNo
    • December 15, 2005 at 11:12 PM

    Whats with the new posting "style" nexus?

    Map looks cool but as has been said, really dark. Reminds me of Halo in style for some reason; dunno if thats an intention or not but it's what it makes me think of. I'd tone down the glows around the lights, and possibly introduce a bit of colour into them instead of having them plain white.

    Welcome to mapcore as well by the way mate, nice to see another Snarkpit face around

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