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  3. dissonance

Posts by dissonance

  • Very impressive

    • dissonance
    • November 2, 2006 at 2:14 AM

    i want one

    in my lobby

  • W.I.P. Critique

    • dissonance
    • November 2, 2006 at 12:38 AM

    personally, i think its a good demonstration of geometry and archetecture.

  • W.I.P. Critique

    • dissonance
    • November 2, 2006 at 12:02 AM

    it's refreshing to see people that are able to make origional-looking maps with the default textures.

  • Landscape, LongCampus, MassiveCampus, DeathCampus..What Ever

    • dissonance
    • November 1, 2006 at 11:43 PM
    Quote from ifO

    http://%7boption%7d

    dead link

  • Very long compile on VVIS (Source)

    • dissonance
    • November 1, 2006 at 11:01 PM

    Thanks, that cleared a lot up. So, nodraw for hull brushes, skip for interior brushes? I'm trying to get the fastest compile possible.

  • totally random texture thread

    • dissonance
    • November 1, 2006 at 10:06 PM

    should that sign be tiling like that?

    otherwise, looks grand.

  • Very long compile on VVIS (Source)

    • dissonance
    • November 1, 2006 at 7:43 PM
    Quote from ReNo

    Not sure I understand your question diss - completely get rid of what? The faces? The leaves?Skip covered brushes won't do anything - the point of skip is that faces textured with it are ignored by the compile tools (which isn't entirely true, but its near enough). If you have a brush covered entirely in the skip texture, then there is no purpose to the brush (unless you created it to aid you in hammer, but that's another story), so you might as well just delete it.

    Nodraw exists precisely for scenarios like the ones being talked about here - creating solid brushes for BSP/VIS purposes, without adding any rendering costs. If you want to simplify your BSP, then you can use nodraw brushes to make a simpler, not necessarily visible "hull" to your level, and use func_detail brushes to fill in the awkwardly shaped architecture.

    but for faces that aren't part of the hull and are going to be culled anyway, should i be using skip rather than nodraw? if i understand correctly, both take nothing to render, but skip will compile faster. is this correct?

  • Very long compile on VVIS (Source)

    • dissonance
    • November 1, 2006 at 5:15 PM
    Quote from hessi

    why should there be any additional polygons drawn? nodraw still creates leaves. creating non cubic leaves is ALWAYS a pain in the ass.

    is there any way to completely get rid of them (assuming they're non-sealing brushes)? should i be using skip instead of nodraw?

  • NEW PICTURES ^^, :D

    • dissonance
    • November 1, 2006 at 5:13 PM
    Quote from seppe

    haha sorry about the bellybutton one, but yeah the first one is a car (with door).

    OH, i see it now.

  • Gearbox selling computers for dell?

    • dissonance
    • November 1, 2006 at 5:10 PM
    Quote from Fletch

    Yeah well this Dell deal is handled in a pretty sleazy way. Questions like "What did you spend your annual bonus on?" were for example only displayed for the employes who identically answered "DELL Ultrasharp 24'' TFT 10024i1084012840812x PiXMA blabalala"... things like that annoy me.

    People scoff, but that really is what most people spent their bonus on. It's a fucking swet monitor.

    yeah, i'd get that 30" if i had the money.

  • NEW PICTURES ^^, :D

    • dissonance
    • November 1, 2006 at 6:33 AM

    incredible.

    what's in the first one?

  • Very long compile on VVIS (Source)

    • dissonance
    • October 31, 2006 at 12:40 AM

    yeah, why is it that vis shits itself when you use anything other than a 90 degree angle? you'd think they'd be able to code that sort of thing in.

  • totally random texture thread

    • dissonance
    • October 30, 2006 at 10:53 PM

    excellent.

    i'll try to figure that one out.

  • New S.T.A.L.K.E.R screens! :D

    • dissonance
    • October 30, 2006 at 9:21 PM
    Quote from st0lve

    NO. It's an FN F2000. It IS a huge weapon, it's not small.But the OICW is even larger.

    http://world.guns.ru/assault/as41-e.htm

    ah, so it's a meshsmoothed oicw ^^

  • Wazzup?

    • dissonance
    • October 30, 2006 at 9:21 PM

    open it up in wordpad.

  • totally random texture thread

    • dissonance
    • October 30, 2006 at 9:19 PM

    looks very true to the source, i dig

    does source have 'glow' capabilities?

  • Very long compile on VVIS (Source)

    • dissonance
    • October 30, 2006 at 9:17 PM

    and make sure your skybox is as small as possible. block out areas the player can't get to (rooftops, alleys, etc) with playerclip.

  • New S.T.A.L.K.E.R screens! :D

    • dissonance
    • October 30, 2006 at 4:24 AM

    isnt that the OICW?

  • New S.T.A.L.K.E.R screens! :D

    • dissonance
    • October 28, 2006 at 4:50 AM

    looking good, but i want a demo before i buy.

  • Am i the first who lost his job due to a youtube video?

    • dissonance
    • October 28, 2006 at 4:49 AM
    Quote from RD

    might even get you on cnn

    that's what i was thinking.

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