I'd say Gears but I havn't played Zelda yet...
Posts by Erratic
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Quote from Zacker
If you complain about the fps in this map, then you so much haven't understood what the map is about. Each map has it's own purpose, high fps is not the purpose of this map.
I understand game engines have become sort of the new scene rendering tool but I always thought part of the process was striking a balance between the visuals and gameplay/performance, making compromises when needed and using any trick available to achieve your desired results. That's sort of part of the fun too...
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I admire the overall hard work that obviously went into the map but in the end I think it's a little disconnected, like it can't decide what it wants to be. Or at least, I'm confused at what it should be

But again, the individual pieces are all very well done, I just think it could have used a more focused direction.
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Just finished beating Gears a few days ago and now working my way through the co-op on Insane.
Also chipping away at GRAW as well...
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What's funny about this is Prey is available through Steam as of tomorrow.

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I was going for some sort of ship panel design...
[Blocked Image: http://www.joeyadey.com/spacething01.jpg]
:-|
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Looks great, but I think more contrast between the ground and the rocks would help because right now everything sort of blends together, making it hard to distinguish the two. And, it is a bit dark.
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Quote from Warby
i still havent figured out how to use that tone mapper entity its all default values the way its described in the wiki plain simply doesnt do anything the sun needs to be this intense because less intense sun = less gi = sucks
but i could totally deal with much less intense bloom if i just knew how
So I'm not the only one losing their mind over this?
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Quote from generalvivi
dling now

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Hey all. Lots of new stuff to show from the mod, so thought I'd throw some of it this way...
First off is an interview if you want to get up to speed but I think the screens are the main thing.
[Blocked Image: http://ftp.insmod.net/screenshots/official_01a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_02a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_03a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_04a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_05a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_06a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_07a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_08a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_09a.jpg]
[Blocked Image: http://ftp.insmod.net/screenshots/official_10a.jpg]

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Middle left image looks great, but get some bigger shots. Hard to make out finer details

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Alright, so my current map I'm working on uses HDR. It compiles and runs fine in game but the thing is the variables I set in my env_tonemap_controller just arn't sticking. When the map is loaded up it appears to take the default values for the max/min autoexposure and bloomscale.
It's not a complicated thing, it's just two entities (AFAIK), consisting of a logic auto outputting the settings and the env_tonemap accepting them OnMapSpawn. From what I can see I'm not doing anything different from sdk example hdr map...
Anyone encounter something like this before or know of what I might be missing here?
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Quote from Bl1tz
But even if it doesn't end up going to print, just look at the Escapist...it's basically a magazine except online and no one really cares about how often they update or whatever because it's actually a quality read.
Yeah, but the escapist is a different situation. That's just articles about the industry. With modding it's a huge learning process and I'm just not sure if a monthly magazine is the best route to go about handeling this type of information. Personally, I like having as many tutorials and articles and information readily available to me as I can, something along the lines of a Wiki-type site handels this the best, or a forum.
It's just the type of content being delivered to the user isn't the sort I'd want to wait around for months to get.
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Yeah, I still think it's looking good but they better get this out the door soon. Hope the latest release date doesn't slip.
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Quote from KIIIA
Nice tutorial!But i have another question concerning the rendering:
Is it possible to perfectly fit the render to the size of the plane you project on, so that without croping, scaling etc. in PS you can directly open the perfectly tileable normalmap without black borders (or whatever the color of your background may be)?
3DS does that automatically if I follow you correctly.