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  3. ReNo

Posts by ReNo

  • F.E.A.R. SP Demo

    • ReNo
    • August 8, 2005 at 4:38 PM

    I run BF2 with all the settings full (only 1024x768 res though) and it runs without a hitch. Sometimes it takes a wee while to get into things due to issues with sound loading (first time you hear some sounds it stutters like crazy), but after you've heard them all once there aren't any problems. I have a 6800gt, Athlon 2800xp, and 1gb RAM.

    FEAR is a bit of a different story and does stutter like crazy in places (eg. walking into the room with the maimed guy in the seat near the end...horrendous!). General performance was good though, even in the heat of the action with particle effects all over the place. I run it on high settings; I tried maximum first but it wasn't as smooth as I'd like.

    EDIT: Tom, I think his main problem is that he just DID drop $500 on a new graphics card, yet STILL can't get "on top".

  • Looking for weapon artist to work at Ubisoft

    • ReNo
    • August 8, 2005 at 4:33 AM

    Cool I'll PM you about it mate, don't wanna clutter this thead anymore (sorry klein!).

  • TEXTURE STAND OFF : SEWER WALL

    • ReNo
    • August 7, 2005 at 5:22 PM

    Nah I mean on the harling type material, that makes up the bulk of the texture. Where it tiles at the sides there is a noticeable seam. Not very big though, I wouldn't say its a huge concern. The black line on the trim does look a bit odd now you mention it though; the curl at the top of the line looks awkward I think.

  • TEXTURE STAND OFF : SEWER WALL

    • ReNo
    • August 6, 2005 at 5:14 PM

    That is nice, but these days I avoid textures featuring overly significant details such as those pipes or the grating.

    Bic: It tiles ok but I am noticing a bit of a seam down the main grey portion. Its not hugely noticeable, but it certainly caught my eye. Other than that its nice. I think it might have been better if the bricks weren't uncovered at all - that looks like wear, yet due to being otherwise clean it seems out of place. If it was fully intact AND clean, it might work as a NEW sewer wall

  • Cool Kids modeling contest, make a crate

    • ReNo
    • August 6, 2005 at 12:25 PM

    Better than me mate - I was gonna give it a shot, but each of the times I've sat down with 3dsmax I just end up baffled by the huge differences it has from good old milkshape I know its a vastly more powerful tool and some of the features seem great, but I keep just diving in and hoping I'll figure it all out then get frustrated by not knowing how to do something that was ESSENTIAL in building models in milkshape (ie. collapsing/aligning vertices along one axis).

  • Summer!

    • ReNo
    • August 6, 2005 at 1:43 AM

    I've just been chilling really; hanging out with mates, playing games, and thats about it. Back to uni in September (final year, eeek), but I'm heading to Greece to spend a week on my parents new boat just before that which is something to look forward to

  • Expansion packs?

    • ReNo
    • August 4, 2005 at 6:57 PM

    I like them, but rarely as much as the original game. They serve a purpose though - its better to get some third party (or a small internal team) to develop a stop gap addon pack while you make a "proper" sequel, than rush out a new but unpolished sequel after just a year or so. The Half-Life addons did the job right by following the same timeline and story from a different perspective, leaving the actual sequel to continue things on.

  • UT2 DM-Redkin

    • ReNo
    • August 4, 2005 at 12:01 PM

    You could always look at the date at the top of every single post in it I think this is one of those maps that justifies a late comment though.

  • WIP in WIP, post your level screenshots!

    • ReNo
    • August 4, 2005 at 12:00 PM

    Try working in some wooden supports or something rockdude, its too relentlessly "bricky" just now. Nice start though

    CP, my comments from snarkpit still apply

  • TEXTURE DANCE OFF : Cartoon Texture

    • ReNo
    • August 4, 2005 at 11:57 AM

    I seem to recall seeing these in a certain thread of your's in the past marque Very nice stuff regardless though, I'm a sucker for non-realistic styles

  • CS Source: de_arcticbase

    • ReNo
    • August 4, 2005 at 1:00 AM

    Stick with it, Naruto can be a bit long winded at times but the amount of cool characters makes up for it If you haven't, check out Full Metal Alchemist too, which is probably the best out of the three.

  • CS Source: de_arcticbase

    • ReNo
    • August 3, 2005 at 6:41 PM

    Its not "cheap" to put in inaccessible areas, its a necessity. If you let people get up to those higher areas for example, then you would need to put in surrounding areas since the player can now see over and beyond the current high points. Would you then complain that those areas are inaccessible?

  • CS Source: de_arcticbase

    • ReNo
    • August 3, 2005 at 2:36 PM

    Hey Skybex, you're a bleach fan, I like you already!

  • dm_torrent [FINISHED]

    • ReNo
    • August 2, 2005 at 9:37 PM

    Beautiful map, but I'm not sure how the gameplay will be. I felt so cramped in about 90% of the time - corridors are barely wide enough for 2 people, and the less said about the size of the doorways the better. The amount of handrails also seemed to impede smooth movement, and most of the ladders were tricky to use efficiently. Performance didn't seem hot to me, but I did have quite a few background apps on (was mapping and testing out something when I remember to load up yours) so it might not be too bad in normal circumstances. I love the atmosphere and styling though, your map stands out from the norm I can assure you.

  • Summer Energy Festival

    • ReNo
    • August 2, 2005 at 6:03 PM

    Eeep, crazy frog?! I hope that didn't put too much of a dampner on things! Glad you enjoyed it

  • mike-o's max help thread

    • ReNo
    • August 2, 2005 at 6:01 PM

    LOL, thanks for that "technical" advice I'll follow it anyway though, ta

  • mike-o's max help thread

    • ReNo
    • August 2, 2005 at 4:57 PM

    I've a basic question of my own - editable mesh or editable poly? I dunno which I should be using, so does it make any noticeable difference?

  • Looking for weapon artist to work at Ubisoft

    • ReNo
    • August 2, 2005 at 4:01 PM

    Wow you were one of those guys? I read an article in Develop or some other industry mag about a New Zealand games design course, and Goliath was shown as the example game that was developed. Strange when you run into people at communities like this from projects you've heard of in the "actual" world

  • CS Source: de_arcticbase

    • ReNo
    • August 2, 2005 at 3:16 PM

    Lovely! Couldn't hurt to deviate from having all your walls perpendicular in places - perhaps a few of the upper level buildings outside could run at 45 degree angles instead of matching the lower building angles? I personally like the busyness of the scenes.

  • dm_torrent [FINISHED]

    • ReNo
    • August 2, 2005 at 2:27 PM

    Too sexy looking not to take a closer look. Downloaded, will comment later

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