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Posts by Zacker

  • Any internships available at CryTek?

    • Zacker
    • December 8, 2006 at 5:57 PM
    Quote from e-freak

    i thought you would have to bring 4 years of pro experience?

    For an internship?!

  • Any internships available at CryTek?

    • Zacker
    • December 8, 2006 at 3:18 PM

    Mapcore is all knowing, but there are limits:)

  • Portfolio

    • Zacker
    • December 8, 2006 at 2:38 PM

    Looks fantastic fetter!

  • Poke646: Vendetta

    • Zacker
    • December 8, 2006 at 2:34 PM
    Quote from hydeph

    do you guys think there is still room for HL mods in todays busy and exciting phong shaded Source world?

    There was also phong shading in HL1, weren't there?

  • classic fanboism :)

    • Zacker
    • December 6, 2006 at 7:57 PM

    It refered to publishers and not regular fanboys, I got it:) In addition it was not about helicopters in specific but more in terms of general lack of understanding from the publisher.

  • classic fanboism :)

    • Zacker
    • December 6, 2006 at 2:31 PM

    Spot on! Not a month goes by on the SoW forums without yet another thread about helicopters. Requesting that they are brush-based ofc.

  • Poke646: Vendetta

    • Zacker
    • December 6, 2006 at 2:26 PM

    Looks fantastic for sure!

  • It's 2006 and we still don't have [insert your request here]

    • Zacker
    • December 4, 2006 at 2:00 PM

    Well several has left to create Flagship, Castaway, Arenanet, Red 5, etc.

  • RELEASE: ts_satancity

    • Zacker
    • December 4, 2006 at 10:39 AM

    Don't you leave us The Carpenter!

    Btw. is it not soon time for another batch of music from you and your band?

  • It's 2006 and we still don't have [insert your request here]

    • Zacker
    • December 4, 2006 at 10:34 AM

    They are unlikely to reach any higher quality than in the original SCBW anyways. But still I think they should give it a try.

  • Free PHP plugin for Visual Studio

    • Zacker
    • December 3, 2006 at 11:23 AM

    Any luck finding something for me Wacko? plx plx?

  • Black Mesa Source is back

    • Zacker
    • December 3, 2006 at 11:22 AM

    Hmm yeah Reno you got a point about that talking about luxel size is the technically most accurate term.

  • Raven openings

    • Zacker
    • December 2, 2006 at 8:38 AM

    Wierd indeed.

  • It's 2006 and we still don't have [insert your request here]

    • Zacker
    • December 2, 2006 at 8:37 AM

    Yes you can easily avoid the clipping problems through either hitbox or polygon intersection checks. Problem is that using boundingboxes or boundingspheres are significantly faster to compute.

  • Black Mesa Source is back

    • Zacker
    • December 2, 2006 at 8:34 AM

    People should quit talking about luxels and stick to talking about lightmap sizes as that is what we set in Hammer.

  • First tidbit of NS2...

    • Zacker
    • December 1, 2006 at 9:48 PM

    That looked quite amazing! The coolest thing was that it seemed to be a very high quality implentation and not just some cheap trick thingy.

  • Unreal 3 scripting tutorials

    • Zacker
    • December 1, 2006 at 9:39 PM

    Yeah we have also switched from text based scripting to visual based scripting at IO.

  • Black Mesa Source is back

    • Zacker
    • December 1, 2006 at 11:37 AM
    Quote from dissonance

    is there any way to dump the contents of the gpu memory to disk?

    When the GFX card memory runs out it transfers over the AGP/PCI-E bridge to the system memory. When system memory runs out it will in general swap on the hdd. I do however hope that there is some kind of priority system to avoid getting the GFX mem contents down to the hdd, as that would be a performance disaster.

  • Unreal 3 scripting tutorials

    • Zacker
    • December 1, 2006 at 8:03 AM

    Hey LUA is kickass too, that hardly takes any time to learn either.

  • Black Mesa Source is back

    • Zacker
    • December 1, 2006 at 8:02 AM
    Quote from JeanPaul

    There is very little to no performace hit in lowering the lightmap scale as Source pre-renders all lighting calculations.

    CPU wise yes, there is close to no performance hit yes. When we are talking GFX processing power it does however take a hit due to the extra amount of texture data being pushed to the screen per frame. The biggest hit however is for the gfx memory which quickly fills up if you use high res lightmaps.

    You might have done a test with a high lightmap scale and low lightmap scale and then in that test found that there was no performance difference. When we talk about memory consumption you can't just test this as easily though as it's very much about when you go through the roof and when you stay below.

    As long as the gfx card memory can still handle it, then the performance hit is low, but still there though. When however it needs to use the system ram, then we run into a lot of bottlenecks which slows things down quite a bit.

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