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  3. Rick_D

Posts by Rick_D

  • The random model thread!

    • Rick_D
    • May 13, 2007 at 4:25 PM

    really nice stuff - I love the lighting and shading.

    How did you set up the 'beams'?

  • The random model thread!

    • Rick_D
    • May 13, 2007 at 4:20 PM

    :roll:

  • TF2

    • Rick_D
    • May 13, 2007 at 4:13 PM

    hell yea

  • derelict mill

    • Rick_D
    • May 13, 2007 at 2:08 PM

    holy shit - i just got spooked!

  • idiots arguing

    • Rick_D
    • May 13, 2007 at 12:32 PM

    haha I thought the same thing

    <3

  • TF2

    • Rick_D
    • May 13, 2007 at 2:13 AM

    http://www.esreality.com/?a=post&id=1385371

    never really cared about TF2 back in the day, more of a CS player - frankly haven't been all that interested in it recently, aside from loving the artwork.

    This however, has got me really excited about the game

  • Future Contest suggestions

    • Rick_D
    • May 13, 2007 at 1:07 AM

    orly

  • Future Contest suggestions

    • Rick_D
    • May 13, 2007 at 12:19 AM

    i like the labyrinth idea tbh

  • idiots arguing

    • Rick_D
    • May 12, 2007 at 9:07 PM

    jesus christ, ok larger res maps look sweet and technology and capabilities have changed, some guns look blurry if you look closely.

    Larger maps are good for most people, more maps for a single gun are unneeded because of the overheads required to load them.

    The DPB gun had two large maps when a single map would have sufficed

    Conversation over

  • idiots arguing

    • Rick_D
    • May 12, 2007 at 8:51 PM

    valve don't care about the players

  • Future Contest suggestions

    • Rick_D
    • May 12, 2007 at 8:32 PM

    CSS fy map that doesn't suck!

  • idiots arguing

    • Rick_D
    • May 12, 2007 at 7:37 PM
    Quote from SnipaMasta

    Of course, we shouldn't use it on the things that are in the player's face 100% of the time, we should use it on things like shoving normal maps and coloured spec. maps on things the player runs past. I've been such a fool.

    or normal and spec maps on the guns

  • idiots arguing

    • Rick_D
    • May 12, 2007 at 7:37 PM
    Quote from buddy the designer

    They undoubtedly had a reason for that to happen, don't call VALVe unprofessional please.

    I was actually referring to what I thought was custom content. Funnily enough I never went through the gcf until now just to check. Frankly I can't remember the last time I looked at the gs3g1 or even used it.

    But all your your arguements (@ snipa) are based on a presumption that I was complaining about texture sizes from the beginning - I made a comment that there was no need for two seperate maps when you could just use one - I didn't say he should try and squeeze it all onto a 1024x512 did I?

    Also, I look at weapon models when playing but I don't sit there eying the detail of the pixels when I am playing the game - which is what most of the CSS players do: they play the game. The gun is at such an angle that you're hardly going to notice the details you pointed out - or they are in such a place that your eye won't naturally flow to during regular play.

    SO whatever, I think my comment that "you don't look at it so it doesn't matter" stands up or the guns wouldn't be missing their backfaces.

    What are you arguing for anyway? The fact that valve or TR should be using massive texture sheets just because they can? Or are you just trying to prove me wrong about something I didn't say?

    You: Bitmap, you used a texture size that's been used in games over 2 years old. You don't need to scale it down at all, although it'd be easier on a single 204X1024 next time.

    Me several posts earlier: I don't understand the need for two maps, it's just more to load and it's unnecessary.

  • idiots arguing

    • Rick_D
    • May 12, 2007 at 12:00 PM

    Agreed, Defrag. And lol @ 'completely prove you wrong'

    The CSS textures are fine for what they do - the next time you notice yourself, in the middle of a game (with other people in the server..), staring at the gun I will give you a cookie. It's even a rifle that you spend 50% of your time using it looking through the scope, and 40% of the time with your pistol out after quick-switching. It's all relative, frankly, and if you can't make important decisions based on the gameplay potential then, unlucky.

    More to the point the gs3g1 is SMALLER than the AWP and they still needed to use a larger map. Wasteful in my opinion, and unprofessional.

  • Future Contest suggestions

    • Rick_D
    • May 11, 2007 at 9:25 PM

    or we make some new dev textures!

  • idiots arguing

    • Rick_D
    • May 11, 2007 at 8:06 PM

    the CSS guns don't look blurry - that's ridiculous - the quality of the CSS stuff is superb. The characters are on a single 1024x1024 map, the ENTIRE characters. Think about how many players will be on screen in a game like DPB (about 3 in a server, amirite! j/k), then you add in maps for the weapons, then the world models then the maps and the map model textures, and before long the player is loading a few hundred mb of textures before he is even in the game.

    I totally agree with peris here, you only use what you need to use, and even then there will be occasions where you have to use even less and there's no way around it.

    I don't understand the need for two maps, it's just more to load and it's unnecessary. The texturing is nice don't get me wrong, but I think mods and custom content creators have been going over the top and there is no need for it, other than to have a slightly sharper texture - but when you consider all the performance problems that could cause, like loads of custom weapons with huge texture resolutions that all have to be loaded incase you want to pick up another gun it just spells trouble in the long run, and it's not a good practice to get into.

    But whatever, it's done now, just surprise us all with a superbly performing model next time

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • May 11, 2007 at 7:58 PM

    psycho it;s looking nicer but please get rid of the angled walls using the ceiling texture (the walls that lead to the 'balcony' area) - they look very out of place ;(

  • Tutorial - Pelt Mapping

    • Rick_D
    • May 11, 2007 at 5:01 PM

    tools -> relax dialog

    incredibly useful for making alterations once you've finished pelting.

  • Competition: HL2DM 1024-unit Official Entries

    • Rick_D
    • May 11, 2007 at 2:26 PM

    Well ya know, the maps have been voted on screenshots alone now, which was exactly what many said they didn't want to happen; and which suits guys like peris and reno who made pretty maps ;D. But the moderators with no forethought decided to just have a poll - like they have no better ideas or way of doing it. Kind dumb really. I can see why mapcore doesn't have many competitions really, no real incentive for trying to win, no organisation, no nothing, just a hijacking of an original thread to try and make it somehow official and then fucking it up?

    I think before any other competitions happen the moderators (Or whoever is actually going to run the comp) needs to work out wtf is actually going on.

    Have a look at this:

    http://www.game-artist.net/forums/forum ... une=-1&f=3

    Actual organised competitions that work well.

  • idiots arguing

    • Rick_D
    • May 11, 2007 at 5:13 AM

    ah, any reason for two maps? Why not just a single 1024x2048?

    Not trying to be picky, texture looks really nice and crisp, just I've noticed a lot of mods and custom content creators are using massive texture sizes "just for the fuck of it"

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