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Posts by sensee

  • Gearbox Software Is Hiring

    • sensee
    • June 18, 2005 at 5:02 PM

    Yes that's sure. But I thought a company like gearbox can manage all the stuff that is necassary to get a working visa.

  • attention all you modelers:

    • sensee
    • June 18, 2005 at 2:40 PM

    Unfortunately Max is my man. I've never got along with XSI.

  • Gearbox Software Is Hiring

    • sensee
    • June 18, 2005 at 11:28 AM

    Isn't gearbox able to get a visa for people from outside the USA?

  • valves new steam update

    • sensee
    • June 18, 2005 at 11:13 AM

    I've just finished Eclipse. First thing I noticed was the terrible performance. In the first level I had about 15fps and my computer isn't that slow. I guess it's because the source engine has some trouble handling too many alpha transparency

    But the graphics, especially in the first level, look very nice. The map design as well as the model design is great! What I didn't like was the animation of the characters but for amateur project it's ok. Also the textures are a bit blurry and I almost didn't see any specular or normal maps. But I guess if they have used better textures, the performance would have been even worse.

  • Small sourcephoto pack

    • sensee
    • June 17, 2005 at 9:00 PM

    sometimes when I go somewhere I just take the camera with me, just in case of finding something I could use as a texture.

    kinda nerdy I guess

  • WIP in WIP, post your level screenshots!

    • sensee
    • June 17, 2005 at 8:53 PM

    the windmill looks kinda weird. I like the tree model and the texture of the bridge. they are custom, aren't they?

  • Beast WIP

    • sensee
    • June 17, 2005 at 8:49 PM

    damn capone, you're really talented!

    have you already applied for a job with your carrousel thingy? you should get a job

  • Small sourcephoto pack

    • sensee
    • June 17, 2005 at 4:38 PM

    very nice, thanks a lot!

    do you guys know the feeling when people look at you because you're taking pictures of the ground or close-ups of ugly walls...

    texture artist's life is kinda hard

  • totally random texture thread

    • sensee
    • June 17, 2005 at 12:17 PM

    nobody uses one wall texture for one huge face nowadays. if you use decals, props and a nice lighting, nobody's gonna notice the repeating stuff.

  • Battlefield 2 Demo System Specs And Settings

    • sensee
    • June 14, 2005 at 7:47 PM

    Athlon 64 2.0ghz

    Geforce 6800GT

    1 GB Ram

    Everything max, 2xAA

    Never noticed any slowdowns that are not caused by the server or my shitload of apps running in the background...

    /ah by the way, why isn't there a 1280x1024 resolution (for TFT monitors) available?!

  • valves new steam update

    • sensee
    • June 11, 2005 at 9:52 PM

    I wonder if you have to be a Methodist to join that uni...

    At least they don't make bible games or something like THIS

  • valves new steam update

    • sensee
    • June 11, 2005 at 8:46 AM

    omg that eclipse mod is the best looking mod i've seen so far on source! and it's already done!

    how comes that non of these guys ever showed up on a mod community site like erm mapcore...

  • Beast WIP

    • sensee
    • June 10, 2005 at 10:52 PM

    For that model I strongly would recommend ZBrush. You can make a kickass highpoly model out of the lowpoly one and then make a normal map.

    That would really be great and ZBrush isn't that hard to learn

  • Remake HL textures

    • sensee
    • June 10, 2005 at 10:48 PM

    I just made a simple texture with a black-white gradient from one corner to the other. And yes the nVidia tool can't do it, but neither the ATI tool.

    Can you make an example of a grayscale that nVidia tools can't handle? Just wanna know its limits.

    I like the idea of modeling basic shapes. This probably increases the workflow.

  • Remake HL textures

    • sensee
    • June 10, 2005 at 5:22 PM

    I made a couple of test and I draw the conclusion that the nVidia tools are better.

    You're right. If you use the "Biased RGB" setting then it kinda screws up the gradients. You need to set it on "Average RGB" for best results.

    If you set the filter type on "4 sample" and the scale about 5 you should get about the same results as the ATI tool.

    If you need rougher normalmap shapes, you just set a higher filter type and if you need more depth, you just increase the filter size. That's all you need to know to handle the nVidia tool. Because of these possibilities, I find it the better tool.

    By the way, very nice texture you made ^^

  • Remake HL textures

    • sensee
    • June 10, 2005 at 4:14 PM

    Oh you gave the wrong link. Here you find the ATI Normalmap Generator: http://www.ati.com/developer/sdk/Radeon ... erator.zip

    I tried to make some normalmaps with the ATI tool and also with the Nvidia tool to compare them. I can see no difference between them, beside that you can change the setting of the Nvidia tool more easily.

    What was it that the Nvidia tool couldn't handle?

  • MS the smart move maker?

    • sensee
    • June 10, 2005 at 2:51 PM

    Microsoft made a G5 as their Dev kit? An APPLE G5?

    (just looked up in google, seems to be true)

    That's surprising, but good for Apple

  • Remake HL textures

    • sensee
    • June 10, 2005 at 2:44 PM

    Does the ATI Normalmapper only work with models?!

    I don't get it

  • SoW1 vs. HL2 - Graphic quality

    • sensee
    • June 6, 2005 at 10:36 PM

    Half-Life: Source (the cheap little source remake of Half-Life ONE that made me spend 20 Bucks more for the Collector's Edition) is full of detail textures.

  • totally random texture thread

    • sensee
    • June 6, 2005 at 6:00 PM

    very nice textures daanO! some critics:

    1. are those footprints necessary? you can make them with an decal as well.

    2. the wooden bars above the door are a bit blurry

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