picked up new system of a down...so that.
Along with the usual:
Rage Against the Machine
Radiohead
Tool
A Perfect Circle
NIN
picked up new system of a down...so that.
Along with the usual:
Rage Against the Machine
Radiohead
Tool
A Perfect Circle
NIN
It seems to perform a lot better. The 2D views arn't all chobby when you scroll with lots of geometry. That alone is worth it.
Though I do wish terrain was visible from a distance. It only appears when close or when it's selected. ![]()
QuoteOh, but there's still no wireframe models in the grid views, boo!
There's a new button at the top right that toggels this on/off. It was set by default for me when I loaded it up.
I never thought I'd actually find a map on a hard drive that I forgot about. This ones from a few months ago. Was just kind of a surprise to spot it again.
Not sure if I'll take it back up. It looks stranger than I remember...
It was/is for HL2:DM
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I still perfer the laptop-esque SP design over the micro.
Quote from DaanOAnother question: In some maps i saw plants on displacements, they looked like sprites. How were those made?
It's just a parameter in the vmt file. Here's how it works,
"%detailtype" "grass01"
"%detailtype" is the material variable placed within the paranthesis of the vmt and the value, 'grass01', denotes the detail added to the terrain, this can be sprite based, like the grass, or model based (I think).
At least that's my understanding of it. Check the detail.vbsp file for a list of detail decorations you can add.
I'm not completely sure about model details being placed on the displacements (similar to how Unreal terrain details work), as I've never experimented with that myself.
These structures keep reminding me of Bladerunner. Must be the colors. Anyways, always awesome.
My earliest memories are of the Coleco Vision. Flashes of Lady Bug, some Smurf game, and Pacman are the things that first come to mind. And, naturally, followed by more vivid recollections of the NES, but the first experiences I always remember are of that forgotten console.
Can't recall the exact moment that started it, the seed was planted early.
There's an ongoing interview over at 1UP.com with Gabe Newell discussing game design and the industry in general. The first 2 parts are, so far, pretty interesting. If you havn't checked it out yet, the link's above.
What he said about the PS3 was interesting...
Memories...
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de_railroad?
Quote from ReNoI don't think dev's should be pissed that Epic are "holding back" technology for future engines - most people's current systems can't run UE3, let alone what they most likely have in store for UE4.
Yeah, I don't think we're going to be hearing much about UE4 for sometime. There arn't even any UE3.0 games on the market yet, so I doubt the first thing Epic wants to do is undermine their own business by instilling doubt in potential buyers minds of weather their current tech is worth purchasing if they have some other, better thing on the horizon.
Not sure how you'd see it on Rust. Unless someone was pimping a DM map that ships with the game...
Shouldn't be too easy...I hope.
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I think it's Big Game Hunters. The Hunters only has on geyser...
The Dam from Goldeneye. But it doesn't look like it's running on a 64...