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  3. Zacker

Posts by Zacker

  • Duck Doom

    • Zacker
    • September 24, 2005 at 7:19 PM

    Fantastic game:D

  • totally random texture thread

    • Zacker
    • September 24, 2005 at 3:58 PM
    Quote from kleinluka

    It's not so much about what an engine can handle. It's more about what the computer can handle that is supposed to run it. A 1024x1024 texture takes up 3 MB of memory.

    Does a 1024^2 texture always take up 3 MB of memory? What about stuff like compressionlevel(Dx3,5, etc.)? Is 3MB just the average or what?

  • totally random texture thread

    • Zacker
    • September 24, 2005 at 2:13 PM
    Quote from Minotauro

    Yeah its large but if you use only a few textures like that it won't lag I think (HL2)

    All decent engines can handle 1024^2, most also above this. Think of the gman you see when you boot up the HL2SP campaign, he got a 2048^2 skin.

  • totally random texture thread

    • Zacker
    • September 23, 2005 at 8:10 PM

    Very special and photo-alike.

  • Sands of War 2 ingame media and new site

    • Zacker
    • September 23, 2005 at 8:08 PM

    Say that again when we release beta 1 please:D

  • Incoming Source - Weekly Update #2 [09/23/05]

    • Zacker
    • September 23, 2005 at 8:07 PM

    Looks pretty much just like some disp maps with props on them. The result is not bad at all though:)

  • DESIGNER (Lead) Needed ASAP!!

    • Zacker
    • September 23, 2005 at 8:05 PM

    So it's not just human to double post, even robots does it:D

  • Sands of War 2 ingame media and new site

    • Zacker
    • September 23, 2005 at 3:17 PM
    Quote from skdr

    post ingame video showing that IR. I don't believe it

    IR and NVG will both be included in beta 1 which will be released in a few days.

  • Sands of War 2 ingame media and new site

    • Zacker
    • September 23, 2005 at 10:54 AM
    Quote from kleinluka

    Why is the HUD affected by infrared view?

    Yep, it's a bug, it is not supposed to be like that. Afaik remember our coders had some problems because it is done with some kind of post effect shader effect and therefore also affects the hud.

    Quote

    Oh, and from a webdesigners/users point of view, either remove links to empty media sections, or add a little content counter behind the link. Clicking empty stuff is a waste of time and no fun.

    Good idea indeed! Forwarded to webmaster:)

    Quote

    That IR shot looks embossed and, well, modified. Is it an actual in-game shot or...?

    Quote

    im guessing it's not in game, he just photoshopped it

    Everything on those shots is 100% ingame:)

  • Sands of War 2 ingame media and new site

    • Zacker
    • September 22, 2005 at 9:22 PM
    Quote from ShaDoW

    Not sure what you are on about.I saw all these screenshots months ago on the old site.

    That was damn! The newspost was on the site for half a minute or so until we realized that our internal cms system did not yet support images as urls. We then pulled it back until the webmasters had fixed the issue. But yes our news are usually pretty much behind the actual development:D

    Quote

    need more custom art to look attractive.

    Indeed we do! Our lack of texture artists causes our mod to look like CSS, which is exactly what I would like to avoid...

  • Sands of War 2 ingame media and new site

    • Zacker
    • September 22, 2005 at 8:02 PM

    Is it ok that I post SoW news here? Or should it be in the general forum instead or our threads in the classifieds forum?

    Let me first apologize for the lack of news the last month. This newspost was actually finished several weeks ago, but has not hit the frontpage because of images not working as urls.

    Our webmasters have now fixed this, so the media stream can continue. As you can see we got both ingame SoW2 media and a brand new site for you this time:)

    SoW2 ingame media

    We are close to the release of the first public beta of Sands of War 2. During the development we have taken screenshots as features have been implented, but until now we have not released any to the public. Now that we are close to release, we think that its appropiate to begin the media releases:)

    When being blinded by a flashbang the vision of what you saw last will be burned on your sight for a few seconds. The second pic shows a smokecloud from the smokegrenade which the tech and blackops classes will have.

    [Blocked Image: http://sandsofwar.net/screenshots/thumb/7397_1121345103.jpg] [Blocked Image: http://sandsofwar.net/screenshots/thumb/8314_1118702332.jpg]

    Here is an early implentation of the night vision. It don't look too good here, but the effect has been much improved since then. The next picture shows the infrared which is a little newer.

    [Blocked Image: http://sandsofwar.net/screenshots/thumb/5265_1116844877.jpg] [Blocked Image: http://sandsofwar.net/screenshots/thumb/2909_1119565109.jpg]

    Here comes two shots of the RTS part with buildings using placement models. This feature will be introduced in some of the later versions of SoW2 and will of course have some more appropiate models by then.

    [Blocked Image: http://sandsofwar.net/screenshots/thumb/7901_1118702331.jpg] [Blocked Image: http://sandsofwar.net/screenshots/thumb/7280_1118702332.jpg]

    In the first shot you saw a base consisting of a powerplant, an armory and a turret. In this pic you can see the armory being used and thereby giving the player more ammo.

    All this media can now also be found in the screenshots section.

    SoW 1.6 progress

    Sands of war 1.6 is coming, but development is not going as fast as on SoW2. Today we just released release candidate 6 to our beta testers. Most things such as maps, weapons and such are all done and locked down. For this release our great coders also fixed the last coding bugs we knew of, so this area should also be done.

    What is left is only some animation issues with the models. None of these problems should take long to fix though. When we get rid of those last issues, then we are ready to present the last version of SoW1:)

    Brand New site!

    After long work we finally got ourself a new site layout! As you can see it's a totally different layout with alot of new scripts.

    It's also fully intergrated to the forum. This just means that we can now update the site even more with better information for everybody!

    The download script is also changed. It does now show more information then it did before and for us it is much easier to remove, edit and add new downloads.

    So go check it out now! http://%7boption%7d

    Note: Since we just launched this site it is likely to contain some errors. We would always like to hear from you if you got any comments regarding the site. On the forum we got a section for reporting site errors and such.

  • MAZY WERE ARE YOU ?!?!?!

    • Zacker
    • September 22, 2005 at 11:53 AM
    Quote from Minotauro

    Uhm? Does dead persons usually post on forums?

    I posted as if I was a friend of the family and mino had told me his password

    Ahh makes more sense then:)

    And ohh btw. No mapcorians ever called me either:) Cell phone number is on my site though.

  • Serious Sam 2 demo.

    • Zacker
    • September 21, 2005 at 6:36 PM
    Quote from Kosmo
  • MAZY WERE ARE YOU ?!?!?!

    • Zacker
    • September 21, 2005 at 6:36 PM
    Quote from Minotauro

    I had posted in the brazilian mapping community that I was dead

    Uhm? Does dead persons usually post on forums?

  • totally random texture thread

    • Zacker
    • September 21, 2005 at 2:46 PM

    I also _really_ hate the trend with making everything shiny and plastic-alike. I do however not believe in that it has to look like that just becuase you add a normal map, it's more the fault of the spec map imo.

  • MAZY WERE ARE YOU ?!?!?!

    • Zacker
    • September 21, 2005 at 10:22 AM

    In Copenhagen yeah:D

  • MAZY WERE ARE YOU ?!?!?!

    • Zacker
    • September 21, 2005 at 10:21 AM

    No updates on mazy.net the last week - something is clearly all wrong!

    My guess is either the combine or crunch time.

  • mike-o's max help thread

    • Zacker
    • September 20, 2005 at 7:39 PM

    Seems like that you have had some of the same problems as me:) Dunno why you have to apply an UWV Map modifier in Gmax as it works fine without it in 3dsmax.

    I would also very much like to hear how I get my gmax model into something I can place in my Source map. Currently my gmax can only export to some wierd format called Plasma:/

    I have tried asking in Cannonfooders forum and got this sad response:

    http://www.chaosincarnate.net/bbs/viewtopic.php?t=150

    And btw. can 3dsmax open gmax files?

  • The Game Trax Thread.

    • Zacker
    • September 20, 2005 at 7:33 PM

    Cool thread, but most of the games sound to be a little before the games I have played.

    7: Sounds like some kind of Transport Tycoon

    18: Diablo - Tristram, thats for sure

  • Remaking Xen Textures

    • Zacker
    • September 20, 2005 at 3:49 PM

    Yeah judging from the forum talk it is dead.

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