Never even heard of it.
Doesn't sound like something really necessary or interesting to me either.
Never even heard of it.
Doesn't sound like something really necessary or interesting to me either.
Heh, much better than those first shots. Now it actually looks like a place and a good place that is. ![]()
Though I'm not so sure about those colors and materials. Stone and wood, or stone and rusty metal? Either way, needs some more color variation imho. The lighting already does a good job at that but it's still too monotone for me.
Quotelooks really blurry D:
My thoughts exactly.
Cool car. Somehow reminds me of those Stalker screenshots, probably due to the car's type and style... ![]()
Depends on what sort of character it is, if it has a human face or not and if the player will often see it up-close or usually from a distance. I would use the Valve models as a reference for it, if I would be doing characters... ![]()
I think 512x512 is fine for a character.
You don't have HL2 yourself, I assume?
Anyway, Alyx is a bit over 8.000 poly's, a combine soldier is roughly 4.500 poly's, excluding weaponry.
Alyx uses a 1024x512 map for the head and a 1024x1024 map for the rest of the body, and a few small additional maps for the emp tool, eyes and mouth and such. Think of average 64x64 maps.
Combine soldiers use a 1024x1024 map and as far as I know no other maps. They don't have a real face anyway... ![]()
Perhaps the stairs are just a bit large then...
Anyway, time for me to post some WIP stuff too. ![]()
Mudanchee, a map I started for HLDM but the idea was too heavy for that engine. HL2DM fits nice, though, so here I am with a cave-styled map:
(due to the white forum, they may look darker than they really are)
[Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ing1.jpg]
Archeologic site cave
[Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ing2.jpg]
Crystals ![]()
[Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ov1.jpg]
Archeologic site overview
[Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ov2.jpg]
Tomb cave overview
[Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ov3.jpg]
Crystals up close
The map is in alpha-stage: I've got a working layout, all that's left to do is detailing it, polishing the visuals and tweaking the gameplay further.
Comments or suggestions are welcome. ![]()
EDIT: Someone put back backups or such? I didn't reply to this thread actually...
Heh, quite some maps I've seen on Snarkpit... ![]()
But 30 dedicated sites? Can you share that list with us? I think I know way too few of those...
Heh, nice art indeed. Got more stuff to show? I like this style.
Heh, nice mixing up. Even includes the BFg2000... ![]()
Remove the embossed effect and then I think it looks good.
I've seen those shots too, in a presentation of yours.
That IR shot looks embossed and, well, modified. Is it an actual in-game shot or...?
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. ![]()
Hmm, that's understandable, CJ.
So, what's going on right now then? Is the port getting along fine or...? There's not a lot of news on the site these days...
Looks nice... ![]()
I just hope FarCry 2 is going to be a better game as well. I didn't like the first one in terms of gameplay. Nice graphics and really nice environments (though a bit repetetive after a while) but combat and story didn't do it for me.
Same here, I'd install HL again to play NW. But, I still have HL installed so skip that first part.
I just hope they'll continue...
NW isn't officially dead, is it?
That'd be real sad news. I remember that DarkTruth died out. At that point, only NW was left over as being a real promising one for me...
I don't really think they should be lit, not from the side the screenshot was taken from. After all, it's night and the light comes from another side.
They look weird bytheway. Too curvy compared to the clean and sharp style of the buildings.
Quotestatic meshes are rendered faster
Vertex buffers, afaik. Nice stuff to delve into in and between school lessons.
That surely makes sense.
A model has the advantage of being instantly placeable, as like a prefab. Also no problems with getting the right scale and all for the mapper.
Brushes would give a mapper more freedom though.
All in all, I think models are perfectly fine for this purpose.