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Posts by wikipediano

  • WIP in WIP, post your level screenshots!

    • wikipediano
    • August 23, 2007 at 2:40 PM
    Quote

    I'll put a screenshot here when I get a decent hardware and some new game supporting soft whatever shadows, volumetric whatever lights and textures with offset maps...

  • I need an MMORPG

    • wikipediano
    • August 21, 2007 at 6:59 PM

    MMORPGs sucks, period.

  • Meet mino - not just another shemale meeting point

    • wikipediano
    • August 21, 2007 at 6:52 PM

    Bandwidth Limit Exceeded lol

  • Point of Existence 2

    • wikipediano
    • August 26, 2006 at 3:30 PM

    What are / were the limitations?

  • Leaf nodes vs poly counts

    • wikipediano
    • August 23, 2006 at 1:48 PM

    http://wiki.beyondunreal.com/wiki/Node_Count (nodes are powers of two numbers?)

  • Leaf nodes vs poly counts

    • wikipediano
    • August 23, 2006 at 12:59 AM

    According do unrealwiki, 2 leaf nodes per poly means the best ratio (perfectly balanced tree).

    Taking that statement in account, does it mean that in any given map, 2:1 ratio gives the best performance scenario?

    1:1 ratio, too much polies to render. 3:1 ratio, too much VIS calculations wasting too much CPU cycles.

  • dod_wall_b1 released

    • wikipediano
    • August 21, 2006 at 5:50 PM

    Sunlight is a bit bright for that cloudy sky.

  • Where do you live?

    • wikipediano
    • August 21, 2006 at 1:01 PM

    I meant, where are they in the poll...

  • Where do you live?

    • wikipediano
    • August 21, 2006 at 3:49 AM

    South Latin America.

    Where is Oceania? Middle east? Central America?

  • Who

    • wikipediano
    • August 10, 2006 at 3:51 AM

    [Blocked Image: http://img109.imageshack.us/img109/8549/wallpaint2wn.jpg]

    Who is this guy? I'm seeing it everywhere in this forum, he looks like a politician to me.

  • UnrealEd

    • wikipediano
    • February 13, 2006 at 3:30 PM

    http://en.wikibooks.org/wiki/Mapping_for_games

  • WIP in WIP, post your level screenshots!

    • wikipediano
    • August 5, 2005 at 3:28 PM

    Those very dark screenshots should be gamma corrected.

  • Pre rendered high resolution shadows

    • wikipediano
    • July 25, 2005 at 2:07 PM

    Do you know old games like duke3D and doom? That's what I meant, rendering lightning and shadows in the texture itself.

  • Open Source Map Pack

    • wikipediano
    • July 25, 2005 at 1:59 PM
    Quote

    These new game devs are getting into it for the money instead of the passion. Besides that, considering that making a game for the new gen will be extremely expensive, only the strong franchises (I hate this word) will have a good chance to be succesful. That means many cool companies will go bankrupt and only the stronger ones like EA, microsoft, nintendo, etc etc will survive and monopolize everything. There's always some new part to buy, goddamn it, I hate having to upgrade stuff in a short period of time.

    That's why I don't go for upgrading every 1-3 years. Most of the heavists games all suck, you play once, enjoy all the eye candy and then poof, forget it. And that's why I map for old commercial games that went open source, like doom, duke3d and quake.

    Quote

    The game editing scene is seriously lacking of a place for developers to dump their map sources and textures for others to take advice from. I, for one, would surely join in.

    Like Unreal powered games, all maps are free to open, inccluding its map contents, to see how things were done. Thanks God nexuiz is full open source, all its maps comes with the map file for you to see how maps are before compiling it.

  • Doom3 can produce larger environments than Source?

    • wikipediano
    • July 23, 2005 at 11:15 PM

    How much ram does that huge terrain map needs? 8GB? How much time did he spend compiling that thing? Days? weeks???

  • Pre rendered high resolution shadows

    • wikipediano
    • July 23, 2005 at 11:05 PM

    In quake 3, if I set all textures to no lightmap, will I still get shadows? I was thinking on having custom textures everywhere with pre rendered shadows, in other words, much more brushes needed. Jaggied shadows are really gay, and realtime soft shadows are really heavy.

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