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  3. ReNo

Posts by ReNo

  • game art - cartoony hill

    • ReNo
    • July 21, 2005 at 3:31 AM

    Looking nice. I feel the main upper section is lacking in detail though - its a bit unbalanced maybe, going by the number used on the entrance into the rock.

    As for the model/texture dilemma - I think a model, either unskinned or skinned, belongs in models. Anything solely 2D - be it a texture, or a model skin that you didn't actually model (hard one to judge perhaps), or a piece of concept art, is probably best for the 2D art section. There are plenty other people who seem to face the same confusion though, its kinda mix and match

  • *$@%ing cars

    • ReNo
    • July 21, 2005 at 12:16 AM

    Don't you have insurance on your car and bike? If it was the driver's fault, shouldn't they have paid for the damages, either through their own insurance or out of their pocket?

  • what are the best hl1 compile tools?

    • ReNo
    • July 20, 2005 at 9:39 PM

    Try 32 I know its not ideal to lose out on that lighting detail, but at least if it works at 32 you have narrowed the problem down and can start trying to figure out solutions.

  • Studio Seeks Level Designer

    • ReNo
    • July 20, 2005 at 9:30 PM

    Southwest where? We are quite an international community I don't think any of the industry experienced guys are out of work at the moment so dunno if you'll have any luck, but you never know

  • what are the best hl1 compile tools?

    • ReNo
    • July 20, 2005 at 9:25 PM

    What chop value are you using with RAD? I don't remember ever running into problems while using a chop of 16 (this determines the resolution of the lightmaps, so would appear to be linked with your new problem), but its been a while since I've done HL1 mapping.

  • what are the best hl1 compile tools?

    • ReNo
    • July 20, 2005 at 6:05 PM

    It smooths out the lightmaps between faces that lie within the given angle of each other. Basically it helps make curves appear round and smooth rather than fragmented and "stepped".

  • totally random texture thread

    • ReNo
    • July 20, 2005 at 2:40 PM

    Not keen on the bricks, but the grey tiles look fairly nice.

  • what are the best hl1 compile tools?

    • ReNo
    • July 20, 2005 at 3:28 AM

    What the hell is wrong with this map? How many lighting errors can one man suffer from!?

  • Well... didn't see this one coming.

    • ReNo
    • July 20, 2005 at 3:08 AM

    Haven't seen a story blown out of proportion like this one has been for a while now. Fun fun fun

  • Interplay is alive?

    • ReNo
    • July 19, 2005 at 8:08 PM

    "Current assets" in their quarterly financial report = £865. For a minute I thought that was the ACTUAL value, not value in thousands

  • Elvish Warrior

    • ReNo
    • July 19, 2005 at 6:37 PM

    Was going to comment on the face not looking particularly elvish, but otherwise it looks cool. Should be nice to see how this turns out - you done much/any human modelling before?

  • what are the best hl1 compile tools?

    • ReNo
    • July 19, 2005 at 6:35 PM

    Did you try and get funky with some RAD options? Looks like you set the chop value to something high, or something to that effect. In HL1, "-chop 16" is a nice looking value to use IIRC, and 32 is the highest you should ever have to go (unless you're doing something crazy like flatshading). Lower is better, by the way.

    Then again maybe this is something else entirely.

  • Are we starting to see the first effects of SCi Eidos deal?

    • ReNo
    • July 19, 2005 at 6:30 PM

    Its true that it is horribly bad compared to the earlier ones (even Tomb Raider Chronicles was better - at least it stuck to the formula), but most people are too harsh on it. I haven't completed it, but I at least gave it a chance while most people seem to dismiss it outright. If you are willing to get past the shitty city segments, there are good times to be had. The section under the Louvre for instance is quite reminiscent of old Tomb Raider - traps, dungeons and platforming rather than the crappily done stealth/action segments. Unfortunately the game seems to be heavily biased toward the real world settings rather than the old dungeon style, and together with the hard to get used to controls, its no wonder people condemn it without getting anywhere.

  • Ns_calamus

    • ReNo
    • July 19, 2005 at 1:03 PM

    First of all, welcome to mapcore - I hope it fills you with warm, fuzzy feelings

    Map is looking pretty cool. I like the atmosphere you have in a lot of the shots, and here and there you've got some pretty cool architecture. The main problem is that many of your areas look so bare. The overall room structures look fine, but it just looks like a shell. I know this is HL1 and many of us are somewhat spoilt by newer engines, but it looks to me like you probably have some resources left for additional detail. Look at the 5th last screenshot for example. That room BADLY needs some life - it seems horribly empty and simplistic, especially when compared to some of the other pictures. I don't have NS installed these days so can't take a closer look.

  • Prelit Model Textures?

    • ReNo
    • July 19, 2005 at 11:31 AM

    Thats a sexy door arch, and a useful little tutorial For self illuminated textures you can just use the "unlitgeneric" shader, rather than "vertexlitgeneric". Works on world materials at any rate.

  • what are the best hl1 compile tools?

    • ReNo
    • July 19, 2005 at 11:28 AM

    Oh yeah, didn't notice that. You could make the structure that the lights are fitted to into a func_wall. This should stop it causing the face splitting on the back wall that is resulting in the line on the left. If you then made a 1 unit gap between the lights themselves and the structure, you won't get face splitting between it and the lights (brush entities still cause face splits with other brush entities, just not world entities). It might look bad to have that 1 unit gap depending on the angle the player sees this from, so its up to you whether its worth saving the polys or just putting up with the face splits in order to have them flush.

  • what are the best hl1 compile tools?

    • ReNo
    • July 19, 2005 at 12:40 AM

    Better still, make them func_illusionarys. That will mean they don't have any clipping on them (no need on such small and insignificant objects) and so simplify the clipping hull.

  • Game Dev outsourcing company from India. Totally awesome!

    • ReNo
    • July 19, 2005 at 12:05 AM

    How exactly did you stumble across this little gem? I hope it wasn't on behalf of your employers - wouldn't like to see ubi's standards slipping that low

  • ctf_velouria

    • ReNo
    • July 18, 2005 at 10:24 PM

    Awww, I was kinda hoping it was gonna be a daytime map. Looks nice and all but the general light level seems a bit dark from a playability point of view. Playtesting will tell I guess.

  • Batman Begins

    • ReNo
    • July 18, 2005 at 3:33 PM

    I thought there was a lot more of the bullshit in Equilibrium actually Fun film and some cool action scenes, but the whole "no emotion" thing was done pretty poorly considering many of the characters showed emotion plenty often. Taye Diggs was the main offender in that sense as Bale's new partner.

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