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  3. ReNo

Posts by ReNo

  • First Unreal 2004 Experience

    • ReNo
    • April 5, 2005 at 10:55 PM

    Given the time span I think you did a great job Planning on doing any more work in the Unreal engine? Or perhaps finishing off the scene with what you had planned? A little bit more work and this would be a lovely little portfolio piece.

  • problems with water

    • ReNo
    • April 5, 2005 at 5:18 PM

    Try typing "buildcubemaps" in the console once the map is loaded in CS:S or HL2 or whatever.

  • de_toledo

    • ReNo
    • April 5, 2005 at 5:16 PM

    Looks cool to me. Looks like it has a convincing sense of place, like the areas of the map are actually part of a town rather than just lonesome streets.

  • Doom 3: Resurrection of Evil is out! GO BUY IT BITCHES

    • ReNo
    • April 5, 2005 at 3:51 PM

    Yeah I can see their use from that angle, as well as from the pretty artwork point of view, I'm just against sitting there with a guidebook telling you each and every move to make I guess. Not that I'm unknown for checking GameFAQ's if I find myself horribly stuck with something. I think its the fact that GameFAQ's isn't handy that makes me find it more "forgivable" - you need to go out of your way to check it, while with guide books it almost encourages you to flick through the pages as you play.

  • Hostile Planet - a source engine mmo

    • ReNo
    • April 5, 2005 at 2:01 AM

    Wow, some really impressive work, I enjoyed the videos Your hacking system looks awesome.

  • Doom 3: Resurrection of Evil is out! GO BUY IT BITCHES

    • ReNo
    • April 5, 2005 at 1:42 AM

    There's normally somebody on GameFAQs that documents every attainable item, alternate route, etc..., but I guess that can take a bit of time. FPS's aren't normally known for having loads of stuff you "might not find anywhere else" though, unless finding ALL the shotgun clips and armour shards is really important to you

  • Animated prop trouble in source

    • ReNo
    • April 4, 2005 at 3:24 AM

    At least your models are of interesting things Ferret, all I make is boring man made stuff that is easy to model

    I've started on a tutorial series but it will probably be a long while before they are ready for putting out. I'm starting off with a walkthrough of building a simple model in milkshape, then skinning it, animating it, and compiling it. You guys won't find much of interest in it I'm sure, but I figure there are loads of people out there afraid to take the plunge into prop modelling and a case study of the entire process might urge them to give it a shot

  • Dm Coast - Alpha release

    • ReNo
    • April 3, 2005 at 11:58 PM

    I took a look and there is some nice stuff in there. Here are a few screenshots with some comments...

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast1.jpg]

    Players spawn with the SMG, so there is no need to place it in your map. I noticed it in a few places - just throw in an ammo clip instead.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast2.jpg]

    Thats an awfully long linear path to take just to reach the AR2.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast3.jpg]

    This didnt look so bad in game actually. I like the movement you have introduced but felt it could have used more.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast4.jpg]

    You could probably increase the texture scale on the distant displacements, looks kinda repetitive.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast5.jpg]

    This looked pretty awkward, really needs some shadows on the desert to look right I think.

    Also, on the end of the broken bridge you had a rather odd collection of items, just didn't seem like a suitable reward for going all the way up and along the bridge.

  • dm_zeta prefinal

    • ReNo
    • April 3, 2005 at 11:48 PM

    Finally got around to taking a look at this ingame, and oh my God, it lives up to the screenshots and then some! Really really impressive level, and runs like a dream considering the detail level. Incredible job!

  • Central Park Gates

    • ReNo
    • April 2, 2005 at 5:51 PM

    LOL, I hate designs/sculptures like that, such a stupid concept and they are always wildly overpriced. For example...

    http://news.bbc.co.uk/1/hi/entertainmen ... 361149.stm

  • FINAL RELEASE : DM_URBANES (v2)

    • ReNo
    • April 2, 2005 at 3:15 PM

    How do you know Dragonfly? I don't recall reading any announcement that it would be, so if you have read it somewhere a link would be nice. Its quite possible that it will be added and I don't see any particular reason why it shouldn't, but I haven't seen any proof.

    As for the map only working for people with HDR, thats not necessarily true. HDR is essentially just using floating point precision for lighting rather than integer precision, which obviously allows for a far larger range of lighting. I wouldn't think it would be too hard to make a map compatible with both, whether the mapper has to do it or it is done automatically.

  • Mitch Hedberg has died at 37.

    • ReNo
    • April 1, 2005 at 7:32 PM

    LOL, some of those were excellent, particularly the first one

  • Mitch Hedberg has died at 37.

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

    I was going to say the same thing earlier, but figured he musta been more famous in the American scene.

  • Hostile Planet - a source engine mmo

    • ReNo
    • April 1, 2005 at 12:44 AM

    I'm sure it would be server side, client side would be crazy for an MMO (unless there was some small amount of server side info that was used to verify the accuracy of the client side stuff I guess). Loving that you've got so far, and its great to see a mod focusing on and showing off new features rather than weapon renders or more maps using standard textures. Keep it up, and good luck finding staff.

  • Animated prop trouble in source

    • ReNo
    • April 1, 2005 at 12:09 AM

    I probably will make a tutorial or tutorial set about getting custom content into source, and dealing with some of the less obvious issues such as having multiple animations, multiple skins, etc... The official FAQ page holds almost too much info, at least for people only looking to make props and the like, which can make it kinda daunting I guess.

  • dm_abyss - Released *Screenshots*

    • ReNo
    • March 31, 2005 at 10:01 PM

    Looks kinda cool in places, but hugely simplistic in others - more detail would be a plus. Lighting is atmospheric but could use more variety.

  • Animated prop trouble in source

    • ReNo
    • March 31, 2005 at 8:30 PM

    Haha, I need to get ahead where I can mate, you've certainly got the upper hand on the modelling

  • DM_?

    • ReNo
    • March 31, 2005 at 8:12 PM

    Looks awfully corridor happy to me. Take the top left corner for example - its a long distance of corridor running before you reach a room. I appreciate the need for vis blocking and all, just looks like there are too many dull long corridors for great gameplay.

  • Just want to say bye.

    • ReNo
    • March 31, 2005 at 2:41 PM

    Internet Cafe's man - just pop in once or twice a week and keep up with the latest

  • Remake HL textures

    • ReNo
    • March 31, 2005 at 2:40 PM

    I agree - I think you are trying to put too much depth into it with highlights and shadows, where you should probably try and do it with a normal map. Better than I could do though

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