Posts by Rick_D
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apparently this film is just to die for!
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iw as thinking about that for a mapcore challenge, everyone who is interested puts their name in the hat, we pick an artist and a LD randomly and pair them together then they have a month to create some small level together.
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Quote from seir
Yep, think in what engine you fill more comfortable ang just go and do some great shit.
BUT!
if you plan to put it in your portfolio it should look enough good as Dear Esther. If not - HL2's source engine isn't the best engine to show right now...artist alert, artist alert. if it's a level design portfolio it could be dev textures as long as it plays well. some art polish is nice but HL2 still looks pretty good, look at episode 2, it's not entirely shit you just have to pick and choose your battles as far as art goes

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i'm guessing indexes is vertices and drawcount is triangles?
even that is pretty high for a weapon though?
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Quote from Dejavo
Posted a wip of this some 10 pages back. Gave it some more work and then sent in this wip applying for a game dev school's art program.Skyboxes stolen from tf2.
http://i.imgur.com/duySv.jpg?1
http://i.imgur.com/N2Klp.jpg?1
If anyone has tips on how to use alpha transparency for foliage in source it would be kool.
in the vmt you have two options:
to use full 8bit alpha, taking advantage of gradients in the alpha channel (ie: all ranges from 0% to 100% opacity), then use:
"$translucent" "1"
the downsides are sorting issues, so not too good for trees and bushes/grass where you have a lot of alpha planes close to each other.
to use 1 bit alpha, where the alpha is either ON or OFF, then use:
"$alphatest" "1"
you can tweak the amount of alpha that gets "clipped" by using this:
"$AlphaTestReference" "0.5" (try different values)
you'll also probably want this to make the texture two-sided:
"$nocull" "1"
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Quote from Zombie
To even have 12k draws you'd need 12k unique meshes or 12k unique textures.
imaghine having 12k tetxures, haha even the thought of it makes me sweat
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man those docks are sweet, some of the best i've seen
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Quote from FrieChamp
I'll add to this that the game is 33% off on Steam now. I loved Max Payne I & II. Will this game let me relive these experiences or ruin my childhood memories?
Also: Holy bazooka..hi Livinghell! :derp:
buy it, it's awesome as shit. really polished experience, incredibly smooth and well-crafted. an absolute 95% in my opinion. people are being bitchy cry-baby faggots as usual because their nostalgia goggles are on so tight the blood is being restricted from flowing to their brains.
if it wasn't called max payne 3 it'd be in the middle of a cumshot gangbang with journalists lining up to douse it with their rotten impotent seed.
it has a heavy cinematic feel and you are not 100% in control from start to finish, but big deal, when shit like babby's first foreigner murder simulator sells millions on their bi-weekly release schedules do you really expect something like this to get rave reviews. i think you'll see this go down as one of the games people look back on in 5 years and wonder why it wasn't a bigger hit.
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indexes and draw count?
is that actually that optimised? cause that seems excessive

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day one pirate
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oh shit tupac is alive. i knew it
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i've just been fired again for spamming posts in a thread. my execution is set for October.
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just, you know, being a dick.