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Posts by Zacker

  • Team Fortress 2 still alive :o

    • Zacker
    • August 26, 2006 at 10:25 PM
    Quote from von*ferret

    models have always given off stencil shadows.

    Nope, HL2 models use projection maps for shadows. One of the ways they get the sometimes rather complicated shadowing going without a too big performance hit.

    Quote from skdr

    Aren't these stencil shadows? If yes, they're new to Source tech.

    Nope, that is selfshadowing which is demonstrated there and yep it's new.

    Quote from Sindwiller

    Maybe Valve has cuttet some ray-traced movies in, you know?

    Nope, Valve have never used ray traced movies in any of the HL games, so I really doubt that.

  • Point of Existence 2

    • Zacker
    • August 26, 2006 at 10:13 PM

    I don't get it. It does not look anywhere near futuristic to me. It does not look like something which a lot anticipate either. I am not into BF2 nor it's mods though, so I got no clue of how these things work.

  • CSS custom map play

    • Zacker
    • August 26, 2006 at 10:10 PM

    There is no CSS equivalent for the otherwise excellent DoD:S page Furyo linked to.

    As the others said, you can however very easily by yourself go into CS and just search for servers. Sort by map and then just look for the popular and custom maps there.

  • Leaf nodes vs poly counts

    • Zacker
    • August 25, 2006 at 8:03 PM

    Aha, Quite differente from HL/Source then, which is explained in a nice way here:

    http://developer.valvesoftware.com/wiki/Visleaf

  • Mazy & Lynch. :)

    • Zacker
    • August 25, 2006 at 7:56 PM

    Cool vid despite the horrible youtube quality. Could have contained a little more action though.

    Btw. RetoMoto, was that not the company which formed IOI together with Nordisk Film?

  • In The Works ...

    • Zacker
    • August 25, 2006 at 12:04 PM

    Hey Carp I am fine, thanks:) SoW2 is coming along, but with the current speed we will have our next beta out in 2008 and a decent game around easter 2048.

  • Team Fortress 2 still alive :o

    • Zacker
    • August 24, 2006 at 3:02 PM

    That is the one we are talking about, was linked on previous page:)

  • Team Fortress 2 still alive :o

    • Zacker
    • August 24, 2006 at 12:03 PM

    That trailer was like Über fantastic! It was rather hard not to smile while watching it:)

  • Next generation Graphic cards.

    • Zacker
    • August 24, 2006 at 11:50 AM

    I thought Quadro were their professional line of cards and therefore not for gamers.

  • Leaf nodes vs poly counts

    • Zacker
    • August 23, 2006 at 12:24 PM

    I'm with Reno on this one. To me 2 leaf nodes per poly sounds totally wierd. I am not experienced with Unreal technology, but still I am pretty sure that you would not have 2 leaf nodes per poly.

    The initial thought about an optimal ratio between polygons and leaf nodes is however a valid question.

  • Insurgency Weapon Showcase

    • Zacker
    • August 22, 2006 at 12:25 PM

    High quality as usual from you Ins guys! The weapons look a little boring imo, but as a you are going for realism they are fine.

    You should also loose the few remaining HL2 stock textures you got in your maps.

  • vault floor render *updated*

    • Zacker
    • August 20, 2006 at 10:13 AM

    Nice work, the floor texture seems to be a little low res/blurry though. And yep, that 300/500 number is wierd:D

  • de_hogsatra_2007 project

    • Zacker
    • August 18, 2006 at 8:42 PM
    Quote from Kabelen

    Nah I'd go with 16 units wide..keep in mind that there are supports inside wall that need to be able to take a little weight../quote]In a construction like that you do normally not use regular walls inside to carry any weight.

    Still, they are unreasticly thin in this map.

  • In The Works ...

    • Zacker
    • August 18, 2006 at 4:11 PM

    That last area needs the usual amount of interesting architecture and details. It's pretty much just flat walls and floor.

  • [WIP] UT2k4 -- CTF_Void

    • Zacker
    • August 18, 2006 at 4:10 PM

    Could be much worse for a first map. At first glance the first shot did not look too bad.

    What you really need to work is when to use which texture and how. You got some ok brushwork for a first map and the textures are obviously also high quality, but you assemble them in a quite wierd way some places.

    Stick to using only floor textures on floors, wall textures on walls, etc.

    If you want some kickass futuristic mapping, then you can e.g. take a look at As_Robotfactory created by the poster just before me.

  • WIP in WIP, post your level screenshots!

    • Zacker
    • August 18, 2006 at 1:59 PM

    Ohh the joy of per-vertex terrain editing...

  • Your first Level Editor

    • Zacker
    • August 18, 2006 at 1:15 PM

    If it counts, then my first level editing software is probably the one for Stunts 4d, I can't remember if it was called anything special, but I doubt it. It was damn easy to use as it was it was all placement of prefabricated stuff. I was about 6-7 years old back then and did not really know english, so it was still a challenge though:D

    Later on I made some maps for Red Alert and Starcraft before finally moving on to HL mapping with Worldcraft. Worldcraft caused me an insane amount of struggle in the beginning. I knew of no places to get help back then, so I was pretty much lost.

    It really took off when I got involved on the Nuclearbox forum where The Carpenter and Soulfather were so kind to help me out with my mapping issues:)

    Edit:

    WTF, how many of you except me also started with Stunts?

  • Post Your Pic Extravaganza 2006 ~~!

    • Zacker
    • August 18, 2006 at 12:53 PM

    Killertomato, a little less blur would be nice:D

    I have uploaded all pictures from Futureweek '06 now, check them out here:

    http://www.thefuture.dk/futureweek

  • Model viewer and Hammer problems

    • Zacker
    • August 18, 2006 at 11:40 AM
    Quote from Cipher

    This new guy they hired seems to have overlooked the fact that he could release the update as a beta. If it had been a beta we would be facing alot less issues. Hopefully he won't make the same mistake again. Though the the fact that they actually hired a guy to work on public tools is pretty remarkable, I don't think very many studios do this.

    From Mike Duran:

    Quote

    The reason that we are being so careful is that we learned it is not practical to do a beta of the new SDK while leaving the old SDK available. So this new release will not be a beta - it will replace the current version.

  • Songs to listen to when sad

    • Zacker
    • August 18, 2006 at 11:37 AM

    Keep MySpace the hell out of here!

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