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  3. Furyo

Posts by Furyo

  • Gabe N diss PS3 - praises Wii

    • Furyo
    • January 16, 2007 at 11:37 AM

    You gotta realize that the Wii only has 80 Mb of ram. A Valve game converted to the Wii would have to be crunched BIG time

  • Large area sounds?

    • Furyo
    • January 15, 2007 at 12:00 PM

    You could try to enclose your map in a trigger_multiple brush. With an ambient_generic on the side. Your output on the trigger would be "onstarttouch", playsound. That ambient_generic would then need to have a maximum distance larger than the size of the map.

    But really, soundscapes are there for a reason. If your sound should always be played, then your player should always "see" a soundscape entity in the world, which would always have that sound playing. You should first try to place more soundscapes entities in your map.

    The reason I say this, besides implementation time, is that you may run in performance problems if you have too many ambient_generic playing all over.

  • Mapcore Account Problems UPDATE

    • Furyo
    • January 10, 2007 at 9:42 PM

    Nope

  • D3ads Portfolio

    • Furyo
    • January 10, 2007 at 9:22 AM

    That mansion was hotter than hell And that's a lot of content too...hat's off to you

  • Final Fantasy players here?

    • Furyo
    • January 9, 2007 at 8:14 PM

    That was definitely the case in FFVII and VIII. Anyone who tried to beat the Weapons in VII will know just what I'm talking about....

  • Final Fantasy players here?

    • Furyo
    • January 9, 2007 at 8:56 AM
    Quote

    - if you play other FF games but haven't tried FF XI, why not?

    Changing this quote to "have played FF games", I would answer that I simply don't have the time to play a game for that long (or any other game). The problem with it, which I first discovered with FFVIII, is that I will always try and find all the cool little stuff. And that takes time a high school student may have, but no longer a working young lad.

  • Portfolio design

    • Furyo
    • January 8, 2007 at 3:28 PM

    hehe Frie, let's just say that his title doesn't reflect neither his real capacities nor his real responsabilities. A better wording of his title would be "guy in charge of the overall quality of the game, on all aspects, and how to get to that quality". Besides, being the only level designer on our current project (as of right now) it's no surprise I'm not supervised by a lead LD.

    So yes, he's not in charge of recruiting, but he'll definitely have his say on the matter

  • Portfolio design

    • Furyo
    • January 8, 2007 at 1:26 PM

    Not knowing if you'd think about working for Ubi, I sent your portfolio to my boss (technical director) just in case. The response was "he seems good at what he does, but I really need to see some bigger pictures."

    If you care about this opportunity and feedback, please update the website or send me a zip of your work.

    French isn't a prerequisit.

  • totally random texture thread

    • Furyo
    • January 7, 2007 at 4:10 PM

    That's very nice, would be cool if you released it to the public

  • Final Fantasy players here?

    • Furyo
    • January 7, 2007 at 2:21 AM

    FF7 remains one of my very best gaming memories. I've beat it twice on PS1, and was able to get it for the PC years later, and replayed it 3 times.

    FF8 however sealed the FF fate for me, I couldn't get into it, then got interested in other things mainly PC gaming, and I never tried any other FF game since.

  • func_lod or func_detail?

    • Furyo
    • January 5, 2007 at 9:31 PM

    fog doesn't fade anything, it hardly blends things visually, that's it. Far z clip is what you're referring to, which in pair with fog, can produce convincing results

  • func_lod or func_detail?

    • Furyo
    • January 5, 2007 at 5:10 PM

    That's a model.

    func_lod isn't used in DoDS, somewhat in CSS (compound) and here and there in HL2.

    The convo started at dod-federation and Dradz wanted to get input from other Source developers.

    As far as I'm concerned, func_lod = func_detail but that can faded in/out and that costs more. I talked about this with the guy that did all the optim on Dark Messiah, and was working with me on the X360 port, and his conclusion was to only use that entity on large structure where the fade gain is higher than the cost. Problem being you can't exactly measure the cost/gain.

  • de_industrial *now with working pics*

    • Furyo
    • December 12, 2006 at 8:22 AM

    I think if you're gonna go for something industrial, everything should have a purpose indoors. Industrial space is always planned, every area has a purpose in relation to the whole process whatever industry occupies said space for.

    What I'm getting at is that you should keep that in mind. Example, in pic 2 (from the angle you took the screenie at least), there is no apparent reason for this balcony on the left, except looks. A simple door prop at its end would add purpose. Another device would do, etc etc.

  • The Hows And Whys of Level Design - Released!

    • Furyo
    • December 8, 2006 at 9:39 PM

    I'm getting this for sure. congrats on the release !

  • MapCore Job Census

    • Furyo
    • December 7, 2006 at 10:29 PM

    AH! Not so surprised then

  • MapCore Job Census

    • Furyo
    • December 7, 2006 at 8:57 AM

    I was only surprised you weren't already in the industry Alex. Mad props on your work and this job, you truly deserve it.

  • classic fanboism :)

    • Furyo
    • December 5, 2006 at 9:20 PM

    [Blocked Image: http://perso.wanadoo.fr/froughol/907th/publisher.jpg]

    Just for a quick smile

  • Who needs photoshop :)

    • Furyo
    • December 5, 2006 at 9:36 AM

    Ok ok, not as good as PS, but this guy is one hell of a MSPaint expert:

    http://www.spikedhumor.com/articles/698 ... t_God.html

  • Old asylum

    • Furyo
    • December 5, 2006 at 12:16 AM

    Do both, they can both look good, however I would use a different set of textures for the cleaner version. And either way, you should add some variety in those stairs steps textures. Well more like an X offset

  • First tidbit of NS2...

    • Furyo
    • December 1, 2006 at 5:55 PM

    Ohhh the possibilities.... *dreams of water flowing through a level*

    Absolutely stunning

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