Posts by Steppenwolf
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Core 2 duo is better for another reason compared to AMD. The processor need less power. I thought ive read that the difference can be around 50-60 Euro per year if u use the PC each day.
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Congratulations! The Mexican map looks really good. A bit like Insurgency

Dirty Sanchez Hurg FTW!

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when i had long hair:
[Blocked Image: http://img377.imageshack.us/img377/8639/matthewse7.jpg]
(2 years ago)
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Hessi is the best dressed male person in whole german carnival.
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Quote from Fletch
Go with Dell. They've got some of the best prices on the market, and almost every tech website agrees that Dell's LCDs are some of the highest quality available. The casing is solid, the colors and vibrant, and you'll get less dead pixels than other brands.
Simple rule: Never buy a TFT in a real shop! Buy online and if it has one or more dead pixels just send it back. Even better: buy at a shop that offers dead pixel pixel checking and guarantees you that your new TFT has not a single dead pixel. may cost a few extra bucks tho.
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Quote from PhilipK
Don't forget what you see in the render preview window is NOT the normalmap that was rendered
The normal map is saved where you set the file to be saved. Like in the picture. Hope you understand what I mean.[Blocked Image: http://imagecache2.allposters.com/images/pic/49/012_421~The-Simpsons-Homer-D-Oh-Posters.jpg]
Thank you very much!

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ok i followed this tutorial step by step but it just doesnt render a normal map. it always renders a greyscale (or whatever color the material on my hipoly model has) "bumpmap" tho i have selected NormalsMap as Output element. What have i done wrong? I'm using 3smax 7.
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oh its no 4? i always thought it was no 3. Good to know!

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Sony Ericsson W810i
[Blocked Image: http://www.thaimobilecenter.com/images/products/sony_ericsson_w810i_white_b.jpg]
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I love that kind of stuff. It's like a look in the future.
Thats it in google maps btw:
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[Blocked Image: http://img264.imageshack.us/img264/2476/dscf1344sj3.jpg]
hahahaha
Actualy i didn't liked the controls when i played it at the games convention

It felt like it was made for kids and on the other hand i thought it would be really physicaly strenous to play with that for hours.
Well at least we will see less fat gaming kids in the future.
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For a freelance job. What is a decent payment for a low poly model like this?
50 polygons, 256x256 diffuse.
[Blocked Image: http://img404.imageshack.us/img404/8569/testrendersq4.jpg]
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this thing is for virtual porn
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Shouldn't this be in eot?
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Quote from NykO18
Yeah, I agree. But with a 10 faces tunnel like mine, if you add a cubic shape outside, it adds 4 faces.. 40%. I think that adding faces just to shorten the compilation time isn't a good idea, especially when VVIS manages to make "cylindrical" vis-leaves at last. I don't think that's a problem.Also, isn't the lightning way much crappier on func_details ?
Anyway, it's a trick I often used on my past maps and I tend on not using it anymore. Don't know why, I think I'm giving to much hope in VVIS.
Calculation of a trillion weird vis leafs is for sure more expensive then a few additional faces. My technique not only decreases compile times it also improves ingame performance.
You are right that lighting on func_details can be crappier. But only if you got "overlapping" brush faces on them. the bsp compile often doesn't cut the faces correctly like it would do with static brushes so you have to help the bsp by hand.
[Blocked Image: http://img165.imageshack.us/img165/6149/funclightingvl9.jpg]
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Quote from NykO18
Hey, I know what func_detailling means.But, when half of the map is made of cylindrical tunnels, it's not really a good idea to shape it quickly inside cubic rooms. Especially when there's an insane amount of detail and expensive water.
I prefer waiting 7 or 8 hours (night compiling) and getting better FPS than doing a one hour compile and getting crapy vis-blocking.
But, in 95% of all cases, I agree that its the good solution. I was just saying that it's not always possible.
[Blocked Image: http://img409.imageshack.us/img409/198/vistunnelrk0.jpg]
I hope this helps you to understand. You basicaly map a very simplified version of your tunnel around. The real tunnel, which is visible ingame is completely made of func_detail brushes.
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I just bought an used ps2 (slim edition with 10 games for 150 euro). The price/fun factor for this one is excellent. Maybe i will think about a ps3 in 5 years.

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Never use brushes with a angle other then 90 degrees for vis blocking! It only causes trouble and increases compile times.
For a tunnel just make a very simple cubic outside cage. Then make a detailed inside that can have 45 degress stuff or whatever. but make this inside func_details!
Cut large outside areas in sections via hint brushes to decrease compile times.
The vis of a perfectly optimized map no matter how large and detailed shouldn't compile longer then 15 minutes in -normal mode.
edit:
This pic shows the brushwork that i use for visblocking in one of my maps. it should give you an impression of how simplistic a good static brushwork is. All building details and angled stuff is func_details!
[Blocked Image: http://img504.imageshack.us/img504/4062/wuerfelsf6.jpg]
Thats how detailed the map looks ingame:
[Blocked Image: http://i23.photobucket.com/albums/b382/HCU/Mods/Insurgency/ins_baghdad_feb06_03.jpg]
After extreme optimizing with the help of glview the vis compile time is at around 5 minutes.