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  3. Steppenwolf

Posts by Steppenwolf

  • Call of Duty: Modern Warfare announced

    • Steppenwolf
    • April 26, 2007 at 2:38 AM

    Modern Warfare shooter is no problem to me. I still havent played one that i like (besides Insurgency off course ). So maybe cod 4 will be the one.

  • Call of Duty: Modern Warfare announced

    • Steppenwolf
    • April 26, 2007 at 2:16 AM

    Always was a open secret that cod 4 will be modern warfare. I heard about it over a year ago already.

    Can you confirm if this video is actual cod 4 footage?

    http://%7boption%7d

    I'm not sure but it looks cod-ish to me.

  • WIP in WIP, post your level screenshots!

    • Steppenwolf
    • April 25, 2007 at 9:19 PM
    Quote from hydeph

    hey method, it's looking great. i was browsing another mapping site and there is this 'mini competition' where you must create a hallway, well, it seems one user has taken a liking to your map...

    http://%7boption%7d

    Thats hilarious. People are so full of shit

  • WIP in WIP, post your level screenshots!

    • Steppenwolf
    • April 25, 2007 at 11:43 AM

    The details in the textures look very good. Not sure if its done by purpose or engine specific but they could use some color variation imo. Each texture looks very monochromatic or as if the diffuse channel would be missing.

  • Write about the person above you...

    • Steppenwolf
    • April 22, 2007 at 8:18 PM

    He is a "shadow child", a third child forbidden by the Population Police. In order to survive he must hide. EOT is the place where he can safely communicate with the outside world.

  • question about normal maps in source engine

    • Steppenwolf
    • April 19, 2007 at 1:18 PM

    Thanx for the infos Wunderboy. Thats helpfull.

  • WIP in WIP, post your level screenshots!

    • Steppenwolf
    • April 19, 2007 at 2:53 AM

    Small update on my map ins_baghdad for Insurgency.

    [Blocked Image: http://img48.imageshack.us/img48/5961/insbaghdad0005nv2.th.jpg]

  • question about normal maps in source engine

    • Steppenwolf
    • April 18, 2007 at 11:26 PM

    http://%7boption%7d

    On this valve site it suggests to save normal maps uncompressed. I'm really confused.

  • question about normal maps in source engine

    • Steppenwolf
    • April 18, 2007 at 11:15 PM

    In the vtf photoshop plugin the presets for normalmap and normalmap with alpha. Use them and the normal maps are saved uncompressed. Afaik this is important or you will loose fine details (vtf compression is not free of quality loss!)

    I only saved my normal maps uncompressed yet and didn't noticed problems with my texture memory or game performance. But still i want to know if it makes a difference for the game performance to save them compressed.

    DXT has afaik not really to do with compression. its about how much bits are used to store alphamaps and additional info (DXT1 for example stores alphas only in 1 bit, DXT 5 uses 8 bit).

  • question about normal maps in source engine

    • Steppenwolf
    • April 18, 2007 at 10:46 PM

    I'm unsure if compressing or not compressing of a normal map texture only has influence on the size of the texture on the harddisk. i thought ive read somewhere that in the video ram the size is nearly identical and therefore its better to save them uncompressed (+the fact that no artifacts appear in a uncompressed texture).

    Anyone know if thats true?

  • The 300 movie trailer:

    • Steppenwolf
    • April 15, 2007 at 5:02 PM

    The movie sucks imo. Not only the story is complete twisted fascist crap. I also didnt liked the artistic side of the movie. Someone called it a two hour perfume advertisement and thats exactly how the esthetics look like. The static backgrounds = cheap. They better had spent some of the budget for filming in real locations. I know its based on a comic but thats no excuse to make the movie so cheesy looking.

  • "Gecko" textures.

    • Steppenwolf
    • April 15, 2007 at 4:47 PM

    I dont want to sound harsh but everybody can do this with genetica.

    This is not really art in my opinion.

  • ugly black shadows on displacements

    • Steppenwolf
    • April 15, 2007 at 12:24 PM
    Quote from Psycho

    Fast RAD is more messy then Normal.

    Yea but i dont get why fast rad in expert compile mode (or with batch compiler) makes these shadows and fast rad in the normal compile mode doesnt?

    I would like to be able to do a quick compile like in the normal compile mode but with some extra parameters, without the map looking like crap afterwards.

  • ugly black shadows on displacements

    • Steppenwolf
    • April 14, 2007 at 11:30 PM
    Quote from hessi

    fast vrad compiling may result in such ugly shadows. otherwise post exact compiler command you used!

    Seems that you are right. But thats pretty weird. In the standart compile mode i can select between normal and fast. When i select fast there i dont get these ugly shadows and the map compiles pretty quick.

    I'm curious what the differences are between the two modes.

  • ugly black shadows on displacements

    • Steppenwolf
    • April 14, 2007 at 11:02 PM

    Everytime i compile in the expert mode or using batch compiler i get these ugly dark shadows on displacements:

    [Blocked Image: http://img254.imageshack.us/img254/5715/lightingfuckks1.jpg]

    I dont get these when i compile in the normal mode. I played with bounce value etc but nothing helps. Anyone knows whats causing this and how to fix it?

  • 3d work (some old some new) NSFW

    • Steppenwolf
    • April 11, 2007 at 8:00 PM

    Very cool stuff. I love vagina related artwork.

  • Apache meets Cannibal Corpse

    • Steppenwolf
    • April 11, 2007 at 7:46 PM

    This version is a lot better (it has good music):

    http://%7Boption%7D

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Automatic normal maps from diffuse textures...in 5 seconds

    • Steppenwolf
    • April 7, 2007 at 11:25 AM

    A shame nobody of you cool guys mentioned this tool earlier...

    I generated around 100 normal maps for Insurgency yesterday. Some will need tweaking but in general they look decent ingame. Far better then nvidia photoshop normal maps.

    I like that this program has more intelligent allgorithms and that one has easy control of the details etc even in complicated textures. Also the preview window works great.

  • Automatic normal maps from diffuse textures...in 5 seconds

    • Steppenwolf
    • April 6, 2007 at 3:15 PM

    wow this rocks! the results are indeed amazing for a automatic tool

  • The random model thread!

    • Steppenwolf
    • April 5, 2007 at 5:22 PM
    Quote from seir

    vray and some info from tutorials

    Checkout these two tutorial DVD's:

    http://%7boption%7d

    http://%7boption%7d

    They are awesome for vray learning purposes!

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