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  3. ReNo

Posts by ReNo

  • game art - cartoony hill

    • ReNo
    • August 2, 2005 at 2:23 PM
    Quote from DaanO

    ReNo, you should go see Mont Saint Michel some day

    I've seen it from a distance (we were driving through France years ago) and it looked incredible, but you are very right, I should definately take a proper visit some time. Would be so much cooler if it was further out at sea and could only be reached by boat though

  • Looking for weapon artist to work at Ubisoft

    • ReNo
    • August 2, 2005 at 2:10 PM

    What was your game dev couse like? Was it mainly tech, or mainly art, or a combo of the two? I'm doing games tech in Dundee, Scotland, and its 90% tech 10% design really, which isn't what I'd have liked but there wasn't much in the way of alternatives when I started.

  • ART CONTEST : CREATE YOUR OWN IPOD AD

    • ReNo
    • August 2, 2005 at 4:46 AM

    Yay 4am humour!

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

  • Mods

    • ReNo
    • August 2, 2005 at 4:30 AM

    There are so many aspects to mod development that giving general advice is kinda hard. Do you have any specific area you'd like to try out? Are you most interested in creating game levels, or perhaps characters or weapon models? Or maybe coding new weapons and game modes? It also depends on what game you are interested in modifying. You don't have to know specifics, but let us know what games you have and which you would most like to work on, and perhaps the general area of development you would like to look into, and we can then give you more specific help

  • Cool Kids modeling contest, make a crate

    • ReNo
    • August 2, 2005 at 12:43 AM

    Dunno about gmax, but in 3dsmax I would (using the right click menu in the perspective view) convert the box to "editable poly", change the selection mode to "edge", select the edge you want to add the vert to, select "insert vertex" from the right click menu, and then click on the edge where you want the new vertex. But then I'm a total n00b to 3dsmax, so that might be some horribly long winded way of doing it

  • game art - cartoony hill

    • ReNo
    • August 2, 2005 at 12:37 AM

    I think this woulda looked cool as a wind waker style island, since that was my initial thoughts upon seeing it. I can't really imagine any circumstances where something like this could just be placed on a flat plane other than the sea either Nice work regardless though.

  • Arbogast

    • ReNo
    • August 1, 2005 at 10:48 PM

    Not too sure about the odd building in the centre of the new shot. Looks a bit messy, sporadic, and just not too believable in my opinion.

  • ESRB CONCLUDES INVESTIGATION INTO GTA: SAN ANDREAS

    • ReNo
    • August 1, 2005 at 10:44 PM

    Your post was a little misleading about the illinois thing Kosmo. Its not just games in general that can't be sold to minors...

    Quote

    The law, which takes effect Jan. 1, bars stores from selling or renting extremely violent or sexual games to minors. Violators could be fined $1,000.

    http://www.firstamendmentcenter.org/news.aspx?id=15592

    Doesn't sound like a particularly big issue to me, but it depends on where you draw the line about "extremely violent or sexual" really.

  • Pre rendered high resolution shadows

    • ReNo
    • August 1, 2005 at 5:39 PM

    Indeedy - textures are reused all over the shop, while lightmaps don't have the sort of resolution or amount of colour data found in actual textures therefore there is enough memory for them to be unique.

  • real-time trees looking for tips and tricks

    • ReNo
    • August 1, 2005 at 5:37 PM

    Love the style of that palm tree Andrew, would look great animated

  • Landed Myself a Job!

    • ReNo
    • August 1, 2005 at 5:33 PM

    I imagine he will be involved in prototypes and engine tests, to see if the engine is suitable for their next-gen endeavours. Getting new talent in to work on prototypes is quite a common and wise move I think; they get experience working in a commercial environment but not on critical game resources, so the company can see if the person is suitable while at the same time training them up and having them up to speed as soon as they are assigned to a full project. Then again, I could be completely wrong

    Whatever you are doing for them, good stuff getting a job with Climax I loved Felony 11-79 on the PS1 and Super Runabout on the Dreamcast (though I never played the PS2 Super Runabout), so if you end up working on a continuation of those series it would be great fun I'm sure. Oh and Sudeki was much better than reviews made out - visually it was awesome, the soundtrack worked a treat, and if it had just a little bit more length and depth to the gameplay it would have been a classic. Which studios are you working in?

  • Arbogast

    • ReNo
    • August 1, 2005 at 3:02 AM

    Very very nice. Captures the feel of an actual city rather than a set of buildings around roads. Can't wait to see more

  • Elvish Warrior

    • ReNo
    • July 30, 2005 at 8:04 AM

    Ooooh, nice job on the torso. Is it just me or do the legs look a little short? Obviously you've noted that there is work to be done there anyway. Face still looks a bit wierd in my opinion, but overall its looking pretty good

  • Reason for Console Regions?

    • ReNo
    • July 30, 2005 at 7:59 AM

    Unfortunately the majority of people buying modchips probably aren't after it for these rather legitimate reasons I don't know about all consoles, but some have software you can buy to let you play import games. I know the gamecube has "freeloader", Dreamcast has "Utopia Boot CD", and with the good old disc swapping technique on the PS1 you can play both imports and copies.

  • Short Story I wrote "Dead Birds Fall Slowly"

    • ReNo
    • July 29, 2005 at 5:31 PM

    Oddly enough it doesn't work on these forums in IE, though it does in firefox.

  • de_projects (cs1.6)

    • ReNo
    • July 28, 2005 at 7:33 PM

    Better, but in my opinion you are still relying on overly general light sources. Not every light in your map has to do a huge amount of work, but you only seem to be putting them in if they affect a large area. Get some smaller lights in there - streetlights, car headlights, wall fixed lights, floor uplighting, flares, dropped torches, etc... The overall brightness level isn't your big issue in my opinion, its the lack of contrast that kills the ambience here.

  • Short Story I wrote "Dead Birds Fall Slowly"

    • ReNo
    • July 28, 2005 at 12:18 PM

    I imagine because it was the last 11 minutes of work, and so the ones that feel the longest for many people

    The story itself is interesting and enjoyable. I hadn't planned on reading it all right now, but after starting it peaked my curiousity and I kinda had to finish it - never a bad sign! As RD said, grammar is a little questionable at times (a few oddly structured or awkwardly long sentences), but not enough to really detract from the story. I always enjoy creative writing (you should see my thank you notes in return for presents - crazy I tell you!) but never really take the time to do any, so I applaud the fact you took the time to do it and came out with an enjoyable read

  • Pursuit Force

    • ReNo
    • July 28, 2005 at 12:04 PM

    Its only a PSP game, so I guess all of them are pictures of the PSP version. Look at the videos if you want to see gameplay. This looks like my kinda game I've always been keen on the likes of Felony 11-79, Super Runabout, and of course the Burnout series, so combining that sort of "reckless driving" genre with some good old shooting should be fun. Pity I don't have, any don't particularly care to use lots of money on buying, a PSP

  • TEXTURE STAND OFF : SEWER WALL

    • ReNo
    • July 28, 2005 at 12:00 PM

    Wow, excellent effort for a first time! My first texture (which is still pretty much my ONLY texture) was just some crappy bog standard metal wall. Did you read any tutorials or anything, or just dive in and play around?

  • new gfx card

    • ReNo
    • July 28, 2005 at 2:48 AM

    A ti4800 isn't crap, its just not quite as modern as it used to be

    I just replaced my ti4200 the other day for a brand spanking new leadtek 6800gt, which was a real bargain from overclockers at only £165. Its part of a special leadtek sale they have on at the moment, which has all the 6800 cards in both AGP and PCI-E as well as the PCI-E 7800gtx at severely knocked down prices. I dunno if they do international orders, but if you wanna look into it, check out...

    http://www.overclockers.co.uk

    I think the 6600gt is probably the best card at around £100-120 just now, but you might want to also consider the standard 6800 which seems to fare a little better in benchmarks I've seen and doesn't cost much more. Apparently you can also software mod it so that it unlocks the extra pixel and vertex pipelines, so together with a little overclocking you can effectively turn it into a 6800gt. If you are buying a card from that gen I'd recommend going for nVidia cards due to their SM3.0 support, while if you are going for the previous gen (eg GF 5900 vs. 9800), ATi seemed to have the significantly better cards in that round.

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