Bricks should for sure be bump mapped, as Klein says you just need to be very careful if you also want to apply a spec map.
Posts by Zacker
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Quote from von*ferret
they should've just focused on releasing a hl1 and not a hl2 in my opinion, a lot of people on the NW team now doesn't have complete work.
I really agree on that. If they had not shifted to Source, then we could maybe have the HL1 version done by now. Instead they got nothing done and I am beginning to loose my respect for them, at least the way it is being lead.
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Quote from Kosmo
I'm just crusious, why Cryengine has had so little publicity, didn't anyone actually license the engine? I don't know all the specs of it, but what I know about Source, I'd rather license Cryengine than Source, especially when I was doing a game where you have to see far and have alot of enemies and vegetation, Source just seems to hog resources when there are alot of things happening on the screen.
I have been wondering that too, why haven't we heard of any other games based on the CryEngine?
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I never believed that Crytek would be able to actually get their game done with such great graphics. They proved me wrong and released a kickass game with an incredible engine, total respect for that.
If CryEngine2 is going to be as cool as the first one, then I will be satisfied:)
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Sa74n: NW still looks extremely sexy, it is incredible sad that it seem to have died out.
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Jack: Your water texture is quite special, it looks more like a piece of art than a texture to me. Danno pretty gave the c&c, you got way too many geometric shapes and your the water texture itself means nothing compared to the shader. A lot of the water textures in HL2 is purple and such because they don't have much effect on the ingame effect, at least not in the way we are used to.
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2400 is still in teh high end for a street lamp, at least if its for current gen games.
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Mike, I did not follow any tutorials, but check out this topic:
http://mapcore.net/forums/viewtopic.php?t=3288
Thx Phillip and KIIIA, I will try that.
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New skybox is better, but there is still too much purple imo.
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I just make some cylinders and move the vertices around.
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You mean with transparent stuff in the leaves? I know that that would be better, but I have no idea of how to do that. I am not the best texture artist and I am not sure of how to define invisible parts in Source model skins.
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Yep, this morning it was damn cold outside. It was around 6-7 degrees, but it felt more like as if it was freezing.
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Thx for the comments and the reference pictures.
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I am now almost done with my palm model. All modelling and texturing by me. Currently on 252 polygons, but it should end on around 500-600 when all I attach all leaves.
[Blocked Image: http://thefuture.dk/1/palm.jpg]
Note, this is my first gmax model.
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Uhm my creative muvo is still smaller and it can also fit directly in the USB drive...I don't really get what this "impossible small" bs is about when there are 100 smaller players out there.
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Gameboys are not cool...
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I have not really thought much about exactly which company I would like to work for as I am pretty certain that I am going to love it regardless which of them it's going to be.
Crytek. They made FarCry one of the most well made games ever created imo. That game simply did most of what you always had dreamed of being able to do in a videogame.
IO Interactive. They are danish and make great games like Hitman and Freedom Fighters. The true reason is of course that they got the great Mazy:D
Epic Games: UT and UT2k4 perfected the MP FPS.
Remedy. MP1&MP2 are some really great games in terms of everything from story to graphics and they are just plain fun to play.
Deadline Games. They are danish and Total Overdose looks pretty cool.
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We are currently recruiting for basicly all possible positions, even lead positions. If you like any area of game development, then be sure to pm me.
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Simple, but it does it's job:)