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  3. Zacker

Posts by Zacker

  • dm_avon [Half-Life 2 deathmatch)

    • Zacker
    • June 15, 2006 at 3:35 PM

    The wire goes through the lamp in the 2nd picture. Other than that it looks pretty good!

    Another thing which botheres me is some of the standard hl2 props such as the crates and the green box, but due to the lack of custom props there is not really much which you can replace them with.

  • best convo i have ever had *its funny*

    • Zacker
    • June 14, 2006 at 8:55 PM

    Haha damn that guy is dumb:D This thread delivers.

  • got a job

    • Zacker
    • June 14, 2006 at 8:44 PM

    Congrats with the job man! It would indeed to nice to see your portfolio, especially for me as I am currently assembling my own:)

  • Wow...

    • Zacker
    • June 12, 2006 at 6:59 PM

    Well it's the USA...

  • The latest Concerned...

    • Zacker
    • June 10, 2006 at 9:03 PM

    Awesome comics indeed, but I am afraid that I also missed the point of the last one.

  • Favourite expansion packs?

    • Zacker
    • June 9, 2006 at 7:58 PM

    Hey regarding Decay it's nice to see that Gearbox is not going to fox it:)

  • All hail the Valve

    • Zacker
    • June 9, 2006 at 7:09 PM

    Valve are indeed not caring about modders in a lot of ways. They do a lot of good stuff, but they are also some big slackers at some of the community support.

    E.g. the HDR code for mods is a thing which should have been released 1 frikkin year ago. As soon as they had it ready for the Lost Cost, then they should have released it to the community. Only fair thing is that they are very nice to respond with good answers when I bug them about the issue.

    In general the amount of information and SourceSDK updates we receive is extremely limited.

  • Real World Crysis Comparison

    • Zacker
    • June 8, 2006 at 9:58 PM

    Extremely impressive stuff there! It seems like Crysis is going to visually kick as much ass as the original FarCry did.

    Regarding how the required pc to run this I don't think we have much to fear if we look at FarCry. It ran like a dream in general and had quite a bunch of settings to adjust if you needed better performance.

    I do not have any doubt regarding that this is ingame screenshots either. If you take a closer look at them you will see that it both in regards to polygon count and the technologies use are not that far off. You can e.g. look at the mountains in the first picture and see that they are not really that smooth.

    In the 2nd picture there is first of all the grass which is somewhat lacking compared to the rest. In addition the shadows also seem a bit on the harsh side and the texture filtering shows it weakness on the fence.

  • Favourite expansion packs?

    • Zacker
    • June 8, 2006 at 9:49 PM

    Nothing new here, I had a great time with Brood War, OP4 and Lord of Destruction just as most of you:)

  • Mapping as a real-world construction tool

    • Zacker
    • June 5, 2006 at 7:09 PM

    Hammer is a good choice as a mapper if you need to visualize a project in a nice way. I have used it myself together with autocad at school.

  • Hitman Blood Money goes gold!

    • Zacker
    • June 2, 2006 at 7:02 PM

    Haha nice vid:D

  • My examproject in programming

    • Zacker
    • May 31, 2006 at 6:52 PM

    Update on this project: The multilingual code did not get in the final version, but I am planning on implenting it when I am done with exams.

    I ended up getting a 13* in programming, so thanks to all you who gave good feedback on the game:)

    * Danish grade system explained here:

    http://en.wikipedia.org/wiki/Grade_%28e ... 29#Denmark

  • The random model thread!

    • Zacker
    • May 30, 2006 at 1:16 PM

    It looks boring indeed:D You could start out with adding some smoothing groups.

  • de_malta

    • Zacker
    • May 29, 2006 at 9:22 PM

    There seem to be a visual glitch with the balcony to the right in the first picture.

  • TEXTURE CONTEST : WALL AND PAINT

    • Zacker
    • May 29, 2006 at 9:19 PM

    Haha welcome Redhood, that grafitty is certainly original:D

  • Studio 1

    • Zacker
    • May 29, 2006 at 3:32 PM

    Overall this project looks very much "ok" overall. There are no particular ugly things, except for that the game haven't been run on high detail/res when taking the pictures. It looks like that almost all textures share the same basecolor or something which makes it look rather bland.

  • TEXTURE CONTEST : WALL AND PAINT

    • Zacker
    • May 29, 2006 at 3:25 PM

    There are some nice entries already, especially from Phillip, Koko and Dark:)

  • How vertexlighting works

    • Zacker
    • May 29, 2006 at 3:10 PM

    It is great of you to do this work for the community, but I must admit that your tutorial tends to be more confusing than informative. I know how vertexlighting works already, but even then this tutorial seems a little confusing.

  • <the TI4600>

    • Zacker
    • May 27, 2006 at 10:21 PM

    Overclock your cards, that usually brings impressive results:)

  • Shattered Gordon...

    • Zacker
    • May 27, 2006 at 10:18 PM

    I have seen quite a lot of wierd Source problems and I also remember to have seen this once or twice, not a common problem for me though.

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