1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. ReNo

Posts by ReNo

  • Post pics of your city

    • ReNo
    • April 28, 2005 at 12:07 AM

    Go go go North Berwick!

    The lovely high street, infested with damn marching bands!

    [Blocked Image: http://www.mistyislepb.com/Scotland%202004%20Images/north%20berwick1.JPG]

    [Blocked Image: http://mk29.image.pbase.com/u8/millerlau/large/32841158.1000095_IMG.jpg]

    The ever sunny west beach!

    [Blocked Image: http://www.tourbritain.de/birdsites/North_Berwick_Harbour.jpg]

    [Blocked Image: http://www-user.tu-chemnitz.de/~pwe/fotos/scotland/borders/north_berwick3.jpg]

    Be shocked and amazed - Robert Louis Stevenson lived in North Berwick for a while, and one of our lovely Islands - Fidra - was the inspiration for his book "Treasure Island"!!!!

    [Blocked Image: http://mishappa.image.pbase.com/u13/millerlau/upload/36804282.36804282.DSC_1129.jpg]

    But the most famous of the islands is probably that bird infested piece of crap, the Bass Rock

    [Blocked Image: http://misheli.image.pbase.com/u33/millerlau/large/36255823.DSC_00031.jpg]

    And of course how could I forget our local ruin, Tantallon Castle...

    [Blocked Image: http://www.north-berwick.co.uk/images/tantallon1.jpg]

    Finally, a view through the whalebone sat atop our little dried up volcano...

    [Blocked Image: http://mk31.image.pbase.com/u37/thefin/upload/40246719.20dIMG_5299pb.jpg]

  • Prey Screenshots

    • ReNo
    • April 27, 2005 at 3:37 PM

    Nice graphics, generic design. Doubt I'll be buying this. The reason I'm mostly a console gamer is because they at least have games with interesting designs. Every big PC game these days seems to be a WW2 game or a generic sci-fi game.

  • ctf_portalstorm

    • ReNo
    • April 27, 2005 at 3:34 PM

    Structural design on the exteriors is quite cool, but its lacking in detail. I guess the same could be said of the interiors, but those in general are just too old school looking. The combine spawn looks straight out of HL1, or older. Pump up the detail main

  • IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

    • ReNo
    • April 27, 2005 at 3:30 PM

    I think it might be because glows and sprites have a "distance from centre" property, or something to that effect, that lets you specify what thickness of world brush can be between you and the glow for it still to be rendered. Either that or its simply because you are using a glow, and glows are meant to change brightness based on distance. Try using a sprite instead in this case, which will remain a constant brightness.

  • New XBox 360 screens?

    • ReNo
    • April 25, 2005 at 8:42 PM

    First shot looks like a concept image, second looks pretty damn realistic. I'll be buying it over any of the other consoles most likely, regardless of looks. Can't say I'm overly keen on the design, but it could be worse (unlike the name!).

  • The Metal Thread

    • ReNo
    • April 24, 2005 at 3:27 AM

    Emo is such a wide genre these days that saying its "false" is pretty harsh. These days you could classify music by groups like Dashboard Confessional, The Get Up Kids, The Anniversary, The New Amsterdams, Alkaline Trio, Motion City Soundtrack, etc... as emo (even if it isn't quite what the original "emo" was like), and I don't see anything false about such bands. Emo, these days at least, seems like a synonym for indie rock that deals with love and loss. Singing about such things is no more "false" than singing about dragon slaying dwarves or viking invasions, as most of my flatmate's metal seems to. Not everybody who enjoys such groups are whiney bastards that cry themselves to sleep at night either

  • Forsaken seeks talented level designers.

    • ReNo
    • April 23, 2005 at 1:15 AM

    Oooh which CJ? Crackerjack, or Campaignjunkie....or another one entirely?

  • Reality engine

    • ReNo
    • April 20, 2005 at 2:42 PM

    True, but it still involves compiling the model, importing it into the level, compiling the level, launching the game and looking at it. Thats a fair few steps more than UE.

  • Dragon Character - wip

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

    Hehe, thats so cool! Putting it into a pose gives it much more appeal, good job on that. Base could have used a bit of a better skinning job but as an overall piece lovely.

  • Reality engine

    • ReNo
    • April 20, 2005 at 2:21 PM

    Ferret, you've just about converted me with that talk of importing non-skinned models for testing

  • Reality engine

    • ReNo
    • April 19, 2005 at 4:37 PM
    Quote from Hourences

    I want to make a hl2 tex pack at the moment but Im seriously put back by the sheer idiocy of needing txts to make game textures..in the year 2005...

    The problem is that I don't see much alternative. Any engine or tool that allows you to create many variants of the same image (eg. source offers different lighting models, automatic detail props like grass/plants, shader effects like reflections and refraction, normal maps, etc...), will need some sort of data to specify which options you are going to use. A simple TGA or BMP isn't going to do that itself - your game will need a proprietary format (such as source's VTFs/VMTs), and to create such a format from a standard like TGA will require further data (taken from an associated txt file, for example). The more advanced the capabilities of resources like textures become, the more steps there will be involved in creating them. Yes a GUI frontend would be nice, but there will be essentially the same steps needed regardless.

  • Adobe mad! Adobe devour!

    • ReNo
    • April 19, 2005 at 2:07 PM

    So if Microsoft gave up all their money to charity and offered free software for all, you are saying they'd still be evil? How about if they ensured EVERY stray kitten recieved fresh milk and a little house? Could they ever shake this equality to evil? Oh and how about letting people have their own opinions rather than proclaim them "wrong"

  • Reality engine

    • ReNo
    • April 19, 2005 at 3:23 AM

    I read in some interview that valve are very interested in improving their tools and helping to smoothen the development pipeline for mod authors, but these things are easy to say you are going to do. I guess that the versatility and power of the materials system, and that wealth of options available for compiling custom props/models, means that its hard to make a particularly straightforward or automated pipeline. The more options there are available for content creators, the more time the creators of the content need to put in choosing from these options. That said, I don't know how versatile UE2's texture and model systems are, so perhaps they really have just pulled it off far better. A decent GUI for all the compile options for both materials and models, with provided presets and the ability to create and save your own, would be enough to make the source modding community much happier. Of course something like that is quite trivial and easy for the modding community to create itself, but its the lack of things like this being provided by valve that get people pissed off.

  • [WIP] de_dam UPDATED 6-10-05

    • ReNo
    • April 18, 2005 at 7:12 PM

    Be sure to check out dm_cascade by Tarky ( http://www.snarkpit.net/maps.php?map=1435 ) for ideas, both pulled off dam settings very convincingly.

  • [WIP]HL1DM Mappack Entry

    • ReNo
    • April 17, 2005 at 8:37 PM

    I clicked this link before seeing who made the thread, but the picture really gave away that it was you You really do love giant air ducts don't you! The steam coming out the vent in the first shot is much to small, scale it up to make it more suiting to the size of the vent.

  • Cartoony forest/jungle environment

    • ReNo
    • April 17, 2005 at 6:42 PM

    That was odd, was just flicking through this months Develop and noticed a face that looked familiar - Marque Pierre's avatar photo in the footnote of an article about some Teeside event Good job getting a mention, though if you helped organise such an event then it was well deserved!

  • Resident Evil: Extermination - Recruitment-a-go-go!

    • ReNo
    • April 17, 2005 at 2:20 AM

    Was it actually called "Gun Survivor" in the US, or was that just an adopted name? In the UK it was simply called "Survivor". Anyway, while it was a fairly crappy game, it wasn't as bad as most people made it out to be. It deserves some credit for taking the lightgun genre in a bit of a new direction by offering movement control and non-linearity, even if it didn't do it particularly well. Playing in an FPS and coming up against some of the classic RE enemies was also quite a novel and at times frightening experience - need I remind anybody of the first time they met RE2's trenchcoat tyrant enemy in survivor, or when you realise there are more than one of them out there to get you?

  • work on duke nukem forever!

    • ReNo
    • April 15, 2005 at 2:31 PM

    Yeah, physics engines are typically "plugged in" to a game engine. A physics engine doesn't do anything like rendering, game logic, AI, or what have you, it just calculates how much that box should bounce when it hits the ground, or where that blown off leg should be flying

  • Recommended games to buy?

    • ReNo
    • April 15, 2005 at 2:24 PM

    You can't just give up coz you got stuck on BG&E, persevere! If its your first time in the bar just head upstairs and talk to the guy behind the counter, he'll let you in to the secret room after you say a password or play a game or something, I can't remember exactly.

    I played through Republic Commando recently, and if you are a Star Wars fan you'll probably love it. It takes a lot to get me in the Star Wars mood but this managed it really well. There are some amazingly well done set pieces and you feel like quite a bad ass after doing them, but between these areas of greatness there is quite a lot of corridor crawling Multiplayer is nothing to write home about.

  • "making a bicycle" : laber vs. acumen - contest

    • ReNo
    • April 15, 2005 at 2:01 PM

    Wow, you were really making the most of that budget Both look nice, but I'm not too keen on Laber's concept. You shoulda made an alpha masked texture for some spokes, though it does look cool as is

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Latest Ultrahuman Discount [SAVEULTRA] 10% Off For New Customers

    gwena28726
    July 28, 2026 at 7:31 AM
  2. Ultrahuman Promo Code 10% Off [SAVEULTRA] For Fitness Lovers

    gwena28726
    July 28, 2026 at 7:30 AM
  3. Ultrahuman Coupon Code [SAVEULTRA] 10% Off For First-Time Buyers

    gwena28726
    July 28, 2026 at 7:30 AM
  4. Verified Ultrahuman Discount Code [SAVEULTRA] 10% Off For New Users

    gwena28726
    July 28, 2026 at 7:29 AM
  5. Ultrahuman Promo Code [SAVEULTRA] 20% Off — Returning Buyer Reward

    gwena28726
    July 28, 2026 at 7:25 AM
  6. Ultrahuman Sale Code [SAVEULTRA] 20% Off — Latest Smart Ring Savings

    gwena28726
    July 28, 2026 at 7:23 AM
  7. Ultrahuman Savings Code 20% Off [SAVEULTRA] — Active Customer Deal

    gwena28726
    July 28, 2026 at 7:23 AM
  8. Ultrahuman Promo Code [SAVEULTRA] 20% Off For Returning Customers

    gwena28726
    July 28, 2026 at 7:21 AM
  9. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  10. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™