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Posts by Defrag

  • totally random texture thread

    • Defrag
    • July 27, 2006 at 8:01 PM

    I've always dabbled KoKo, just never given enough effort to produce anything decent

    Mapping is tying up my time a lot atm so it's just a nice distraction.

  • totally random texture thread

    • Defrag
    • July 27, 2006 at 4:34 PM

    Had another go at that concrete texture and took a different route:

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/textures/crete002.jpg]

  • A couple of questions.

    • Defrag
    • July 27, 2006 at 3:58 PM

    Either that, or he just cropped a section of a source image and used it at the same scale instead of cropping a larger section and sizing down.

  • The Ship

    • Defrag
    • July 26, 2006 at 3:39 PM

    Did you used to watch Vidz, ReNo? It was very much the same as Consolevania (a couple of lunatics chatting nonsense while reviewing stuff, but videos instead of games and with a raving lunatic welshman) back in the day

  • The Ship

    • Defrag
    • July 26, 2006 at 5:40 AM

    Oh and their recommendation was, "buy it", so well done ReNo et al!

  • The Ship

    • Defrag
    • July 25, 2006 at 11:23 PM
    Quote from ReNo

    Sure there is - defaults to "p" I think but personally I rebound everything like that (needs, MFK table, etc...) to the buttons surrounding WASD. You need to look at options screens more often Frie Glad you are enjoying the game CJ, and I'll see what I can do

    Oh and by the way, apparently The Ship is reviewed in the new episode of Consolevania, that wierd Scottish games review show. I haven't watched it yet so dunno if I should be linking it or not - hope they liked it as they can be pretty brutal with reviews at times!

    http://www.consolevania.com/downloads.htm

    My friend youtubed it.

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    Funny as F.

  • A couple of questions.

    • Defrag
    • July 25, 2006 at 6:20 PM
    Quote from sensee

    you get those seams when you use bicubic resampling for resizing. "nearest neighbor" is better in most cases. if you still want to use bicubic you can get rid of those seams by flattening all your layers and then copy the final layer 2 or 3 times.

    Aha! That's my learning done for today. I was wondering why I kept getting shitty seams showing up when I resized my textures.

    In addition to the above:

    Careful with that feather setting, Eugene. I copy paste stuff like Hourences said (works nicely instead of cloning sometimes) but to do this it generally involves turning feathering on. Always make sure you turn it back off afterwards because I have a terrible habit of copy pasting stuff for details & overlays while feathering is still on, so I get a horrible border on the overlay layer

    Most importantly, check out this tutorial (and specifically the use of fade high pass in luminosity mode): http://www.gamasutra.com/features/20010523/hajba_01.htm (registration required, but it is an excellent tutorial and also has some additional things that are useful). This is the stuff that will greatly reduce the problems you have with the repeating as opposed to any seam problems.

  • Half Life Speed Video

    • Defrag
    • July 24, 2006 at 8:19 PM

    I watched the first 11 minutes and I didn't see any hackery whatsoever. If you want to see 'real' gameplay then why are you commenting on speedruns? The object of a speedrun is to get from A to B by whatever means possible short of noclipping or using other cheats. If it's a map bug (like pressing the button through the glass to trigger the fire) then so what, it's fair game.

  • totally random texture thread

    • Defrag
    • July 23, 2006 at 10:50 PM

    Cobble thingies:

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/textures/cobbles.jpg]

  • totally random texture thread

    • Defrag
    • July 22, 2006 at 9:51 AM

    Just another experiment. Been messing around with detail layers (highpass another texture, make it tile then use it as a pattern stamp in overlay mode). Still not happy with the contrast / sharpness, but fun messing around anyway. I'll probably size this down to 512^2 as there's not really enough detail to warrant 1024^2.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/textures/wall_concrete01.jpg]

  • totally random texture thread

    • Defrag
    • July 22, 2006 at 9:45 AM

    I thought that was doom for a moment! Cool stuff.

  • Video of Valve's Portal

    • Defrag
    • July 21, 2006 at 10:47 AM

    Someone has already made a portal mode for gmod. As Tom said, it's probably mainly down to render to texture Tomfoolery with some extensions (making the world seamless at the border etc).

  • Best. Game. Ever.

    • Defrag
    • July 20, 2006 at 6:16 AM

    Surely you mean "best", right? I mean, what could be better?

  • Best. Game. Ever.

    • Defrag
    • July 20, 2006 at 6:03 AM

    That is absolutely brilliant. President robomech kickass machine!

  • Team Fortress 2 still alive :o

    • Defrag
    • July 19, 2006 at 11:05 PM
    Quote from kleinluka

    Why does this even matter? Pre-rendered or not, It's a fucking TRAILER. It's marketing. Get over it.

    I didn't bring up the point. No need to get your nose bent out of shape.

  • Team Fortress 2 still alive :o

    • Defrag
    • July 19, 2006 at 10:21 PM

    I dunno, but liked the grinning HW.

  • Team Fortress 2 still alive :o

    • Defrag
    • July 19, 2006 at 10:17 PM
    Quote from skdr

    Er, not to be a party pooper but remember the HL2 teasers which featured the combine kickin' in the door wavin' the 44 and the strider ducking under the arch? Both were claimed to be realtime and unscripted, but it was later proved to be false. I'm not saying anything in this video is scripted, but I don't see how you can definitely claim there's no possibility of it.

  • Team Fortress 2 still alive :o

    • Defrag
    • July 19, 2006 at 6:59 PM

    They've nailed the style for sure. Really cool stuff

  • Nightwatch Cancelled!

    • Defrag
    • July 19, 2006 at 2:27 PM

    Sad to hear about this, but it's always a risk when something is drawn out over more than a couple of years (and a couple of engines)

  • SVN directories being picked up by Hammer. Fix?

    • Defrag
    • July 19, 2006 at 2:22 PM

    Yeah I emailed doug lombardi but haven't had a response

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