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  3. Warby

Posts by Warby

  • DM-Grand-Diablo_Beta3 Mega Update !!!! image heavy

    • Warby
    • October 20, 2008 at 9:50 PM

    yes its the dom from kolsch !

  • DM-Grand-Diablo_Beta3 Mega Update !!!! image heavy

    • Warby
    • October 20, 2008 at 9:40 PM

    there is color correction and bloom the dof filter i would not put on anything even if people would put a gun to my head

  • DM-Grand-Diablo_Beta3 Mega Update !!!! image heavy

    • Warby
    • October 20, 2008 at 9:24 PM

    apparently no matter what intensity or color i choose it looks bad !

    really i am gonna ignore all input except for kokos because he is the only one who dares to have a hand in making it better all i hear here at polycount and the epic board is:

    -too much red

    - too little red

    - those lights are too blue

    - those lights are to cyan it needs way more blue

    - its too dark

    - its too bright

    ... you guys are making my head explode

    trying your color scheme koko:

    [Blocked Image: http://warby.bitproll.de/misc/tooyellow.jpg]

    yeah i know i sound like a i am whining but really i am feeling more like:

    http://www.nrhz.de/flyer/media/32_artik ... galgen.jpg

  • DM-Grand-Diablo_Beta3 Mega Update !!!! image heavy

    • Warby
    • October 20, 2008 at 5:57 PM

    [Blocked Image: http://warby.bitproll.de/projects/0042_dm-grand-diablo_beta3/dm-grand-diablo_beta3_02.jpg]

    [Blocked Image: http://warby.bitproll.de/misc/postfilter.jpg]

    i was always wondering why the light is so dark / contrasty in the screen shots its not at all what it looks like in unrealed .... and than i saw that i completely forgot that a while ago i set the the postfitler settings to VIVID and it seams to make a quite a difference

  • DM-Grand-Diablo_Beta3 Mega Update !!!! image heavy

    • Warby
    • October 19, 2008 at 11:21 PM

    teh bump !

  • WIP in WIP, post your level screenshots!

    • Warby
    • October 19, 2008 at 1:58 PM

    nah ut3 s dof is all wrong it looks like you lost your glassed cod 4 has good dof

    http://images.bit-tech.net/content_imag ... /bdfon.jpg subtle in the far distance strong in the unimportant forground a little bit on the edges of the screen and everythign you directly look at is allways super crisp thats dof done right

    the ut3 post filter only has a setting for the background/distance none for forground or the edges of the screen ! ... also peopel tend to over use the distance one alot as well ....it doesn't adjust itself automaticaly if you move your cross hair over somethign in the distance either...

    i cant stand it

  • WIP in WIP, post your level screenshots!

    • Warby
    • October 19, 2008 at 10:09 AM

    hands of that terrible ut3 dof post filter ! just saying !

  • Left 4 Dead

    • Warby
    • October 16, 2008 at 5:41 PM
    Quote from dux

    Radiosity ftw

    WORD

    after having spend half a year with ue3 i must say there is only 2 ways to go:

    - all dynamic ala crysis

    - all precalculated AT A REALLY HIGH FIDELITY ala source

    unreal sits uncomfortably between the chairs

  • Far Cry 2 review

    • Warby
    • October 14, 2008 at 9:29 PM

    i said it last year and i will say it again:

    i wouldn't mind if 2 or 3 of the anticipated games would suck and fall through ... than i wouldn't have to spend so much time and money.

    but last year pretty much everything owned and so far this year doesn't look different :/

  • Selling a game concept to a dev studio

    • Warby
    • October 12, 2008 at 7:46 PM
    Quote from Furyo

    ........ talk to Jason Holtman to get it on Steam, make your own next Braid...

    do you know for a fact that this guy is the man to talk to ?! i was lookign for a game submission info page on the valve wiki / steam page for an eternity now ...

    the guy who was assigned to codename gordon as a producer doug wood hasn't answered to my last couple pf mails i am afraid he might have stopped working at valve

    if you have a contact address for jason holtman can you share it with me via pm ?

  • Selling a game concept to a dev studio

    • Warby
    • October 12, 2008 at 5:35 PM

    i developed a casual game with a friend last year and went around trieng to sell it to a whole bunch of big names in the casual game business ( if you can call it that ) and i was pretty shocked to find out that there is no upfront money NOWHERE its all: ... if its successful ... if it sells ... if the people like it ... if it becomes a hit. since i insisted on upfront + huge amounts of royalties nobody wanted the game

    i think the general casual game attitude is: call us up as sonn as you make tons of money than we will be happy to take a slice of your pie =)

    to which i can only respond with: no thanks id rather make a lot of money myself without you !

    i would also not go for a deal that spells: we will employ you in exchange for the game ! which is what you make it sound like

  • stockholm (danger! lots of images)

    • Warby
    • October 12, 2008 at 5:28 PM

    whoaa what is with the crazy people running on the train tracks ?! D:

  • Portal: Prelude

    • Warby
    • October 12, 2008 at 4:23 PM

    when i opened this thread i expected to hear nothing but "songs of praise" and that i would be the only one who would give a less glamorous review (but still good ) ... but seeing that the target audience who are really in for a free treat here are daring to bitch about it makes me really sad

    so here is my opinion on the matter

    -instant death surprises left and right.

    -insane difficulty on some of the jumps ... couldnt you have made those edges 10 units lower D: ?

    -need to abuse glitches to solve some of the puzzles ... and it seams thats the official way of doing it ...

    -got stuck 4-5 times on moving objects and physics stuff (sources fault really)

    -chamber 18 with the fire below had horrible frame rate on my machine i could barely play it

    -morality sphere often falls out of the world when glados does the tornado thing

    +length: longer than most mods (a good thing) shorter than most games (also a good thing), similar to the original portal ... the length really hit the sweet spot

    +graphics: i didnt see any overlapping brushes holes zfighting or what ever artefacts others talk about ! to me this look as tight as any official valve product !

    +voice overs: id take good texttospeech over bad human voiceacting any day http://www.audioatrocities.com/ also it seamed fitting that the people who designed glados sound like that.

    +story: ties seamlessly into the portal universe .... flawless

    bottomline: far above average single player mod with very high difficulty

  • Chell's Legend menu map

    • Warby
    • October 12, 2008 at 4:02 PM

    i am quite surprised and shocked how many iterations you bothered to compile

    looks great

  • [wip] zg_stuttgart

    • Warby
    • October 10, 2008 at 5:45 PM

    didnt you show pics of this before with a morree desaturated more stylized colro schmee i remember to havel iekd it better that way :/

    geometry seams good also very unusual setting for a ww2 map that defnitly needs to be applauded

    nitpicking: that schötte logo lacks shading to make it feel 3d if its completely self illuminated make it so strong that it starts blooming other wise it wont READ as an emissiv object

  • Congrats Mino!!!!

    • Warby
    • October 10, 2008 at 8:51 AM

    awsomesauce ... do you already know if you are going to be working on a new IP or not ?

  • Piracy is the great equalizer

    • Warby
    • October 5, 2008 at 11:25 AM
    Quote from 2d-chris

    It really is a simple rule, if you can't afford something, you don't get it. Why is it any different for software than stealing something from a shop? the answer is because it's simply easier to do...

    no ... i think its because nobody looses anything. if i go into a store and steal an hd tv that store and panasonic now have one tv less they can sell.

    while there are still equally many cod 4 copies available for purchase after little johnny pirated his copy.

    lets use a little example here what STEALING would really be in the game industry: game X comes with 10k beta keys everyone pays for their key but i am a haxor and use some keygen or just wild guessing to find out one of those beta keys and i play the game with that key now poor sucker Y that actually bought that key cant play with it because i already registered with it he sure as hell will bitch to the developer/publisher and they will sure as hell come after me ... i would think twice about doing this or to be more precise i would flat out NOT DO IT !

  • Forum restructure

    • Warby
    • September 29, 2008 at 9:34 AM

    loving it !

  • DM-Grand-Diablo_Beta3 Mega Update !!!! image heavy

    • Warby
    • September 28, 2008 at 2:59 PM

    [Blocked Image: http://warby.bitproll.de/wip/gd_lighting_wip.jpg]

    i am just shooting in the dark here i don't even know which area you guys are talking about ...i just asume you talked about that screenshot because thats the one were i find the lighting to be the most lackluster.

    PAINTOVERS !!!!!!!!!!

  • DM-Grand-Diablo_Beta3 Mega Update !!!! image heavy

    • Warby
    • September 28, 2008 at 10:54 AM

    i am completely trusting you guys in lighting taste matters any specific suggestions (paint overs) ? bare in mind though that this is unreal engine and not source there is no radiosity what so ever this is basically just prebaked tnl + artifacts also i purposefully choose to go with all vertex lighting rather than light maps because unreal engine has the habit of storing 4 or 5 different 1024x 1024 for one ligthmap which makes the memory use skyrocket and i want to keep this map under 100 mb.

    so all lighting changes need to be doable with tnl vertex colors and additiv decals

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