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  3. Captain P

Posts by Captain P

  • Are you going to change webbrowser?

    • Captain P
    • October 7, 2005 at 1:45 PM

    Never even heard of it.

    Doesn't sound like something really necessary or interesting to me either.

  • WIP in WIP, post your level screenshots!

    • Captain P
    • October 7, 2005 at 11:28 AM

    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.

  • Abdulla City [bf2]

    • Captain P
    • October 6, 2005 at 1:57 PM
    Quote

    looks really blurry D:

    My thoughts exactly.

  • Modeled my first vehicle ever! And it's a volvo 300 oh god

    • Captain P
    • October 6, 2005 at 12:41 AM

    Cool car. Somehow reminds me of those Stalker screenshots, probably due to the car's type and style...

  • Half Life 2 texture resolutions on chars

    • Captain P
    • October 5, 2005 at 11:18 PM

    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.

  • Half Life 2 texture resolutions on chars

    • Captain P
    • October 5, 2005 at 1:53 PM

    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...

  • WIP in WIP, post your level screenshots!

    • Captain P
    • October 5, 2005 at 12:31 AM

    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.

  • Heh heh..

    • Captain P
    • October 2, 2005 at 8:34 PM

    EDIT: Someone put back backups or such? I didn't reply to this thread actually...

  • The Ascendancy - Excellent Maps for HL2DM

    • Captain P
    • September 25, 2005 at 12:09 PM

    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...

  • 2D: Dystopia Painting

    • Captain P
    • September 25, 2005 at 11:57 AM

    Heh, nice art indeed. Got more stuff to show? I like this style.

  • Duck Doom

    • Captain P
    • September 24, 2005 at 8:17 AM

    Heh, nice mixing up. Even includes the BFg2000...

  • Sands of War 2 ingame media and new site

    • Captain P
    • September 23, 2005 at 8:40 PM

    Remove the embossed effect and then I think it looks good.

  • Sands of War 2 ingame media and new site

    • Captain P
    • September 23, 2005 at 2:59 AM

    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.

  • Remaking Xen Textures

    • Captain P
    • September 19, 2005 at 11:17 PM

    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...

  • CryEngine2 techdemo

    • Captain P
    • September 19, 2005 at 9:26 PM

    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.

  • Remaking Xen Textures

    • Captain P
    • September 19, 2005 at 10:39 AM

    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...

  • Remaking Xen Textures

    • Captain P
    • September 18, 2005 at 10:55 PM

    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...

  • ok help with street prop model

    • Captain P
    • September 14, 2005 at 7:39 AM

    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.

  • Low Poly Building

    • Captain P
    • September 13, 2005 at 9:41 PM
    Quote

    static meshes are rendered faster

    Vertex buffers, afaik. Nice stuff to delve into in and between school lessons.

  • Low Poly Building

    • Captain P
    • September 13, 2005 at 4:46 PM

    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.

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