Posts by e-freak
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Zacker (and who ever else works at IO): Will Kane and Lynch be released at Steam as well?
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uhm don't know what you (74) are about the dual screens - i do use hammer on dual screen the very same way as i do use photoshop for example - the "creativity" on the mainscreen (does mean the canvas in photoshop or the views in hammer) and the tool bars on the second screen (in photoshop it is history, color adjustments, pixel information, filter setups etc. / in hammer it is material window, brush settings etc.). Works good for me
As hessi and Hourences posted some nice points i wonder why this is discussed in a more or less public forum and why not discussed while doing e.g. UE3.
By the way: Afaik the people who do Source Professional (in terms of licensing it) get a Hammer version with quick preview render (maybe Reno could tell something on this?) and they of course have access to the tool source so they can easily build up a gui that is perfectly customized to the internal team pipeline...
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World's first spot on 50 cent and Never Winter Nights?
/vote for emoticon!
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Go with Source - it is harder to work with at some parts but you at least understand what it does. I don't know too much about the Unreal Engine it self and less i do know about UE3 but I know that it is a satisfying feeling to know every number you put in a vmt file yourself by name and can adjust everything as you need and wish, while some of the newer sdks seem to go into the direction of a "let's throw together some prefabs"-editor. It is the difference between writing html and a php backend your self or going to myspace and click on a template and make it extra uggly...
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why don't resize and shortly shop those photos?
nothing big but it oppresses some of the noise and the bullseye effect and adds fake dof:
[Blocked Image: http://img368.imageshack.us/img368/9747/carbk1.jpg]
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The 3D-Screens are f*ing awesome!
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Quote from Thrik
I think it depends on the service. If you also get a load of services and Microsoft host extremely fast game servers themselves then a small fee is understandable (especially with game servers becoming really expensive to run these days, meaning hosts have to pay like $100+ a month for them -- a fact many players happily ignore as it doesn't affect them), but if all you're paying for is a server browser then obviously it's not acceptable and they'll be boycotted. I heavily doubt that's the case though.
you do have a load of services and fast content servers at steam (and valve of course hosts some gaming servers as well - though not all of them public) - and it is all free (ok, ingame ads now in cs16 but that doesn't take your money from your account)
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seir - that's what sandbox 1 was like and i thought it to be it's biggest mistake - it is much easier to get into the real work for a map if you can edit at least the easy part of the architecture directly instead of modelling every fart in an extra app.
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absolute cool map - i would vote for spotlight (for best possible useage of an engine)
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Seems like good investition. Some quick goodies:
- Use as low ISO Values as possible with the tripod holding the cam, because:
- You can go as high as you want with the shutter time...
- as long as you shot the foto with a cable trigger or infrared trigger or just with a short timer - if you trigger directly you may push the cam down a little bit and you have bluriness/motion blur in your picture!
- have fun with it

btw: i am using a 54100 cullmann - just need to get some additional locker for my tele lenses
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Brushwork possible with that editor?
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I would like to help you guys, just writing my application

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remembers me of dark messiah - in a good way

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bumpscale is used together with the valve parallax shader (that never worked with standard sdk) and it can be used for the height2normal generator.
no effect on the normals at all afaik
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those shots! in the first one i would have cut the foreground part but that's maybe just me... great work -
Bic-B@ll is to be quoted for truth... i was about to post the exact same things
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then why don't you try this out? very subtil of course but it adds a lot of contrast into source (looks wired if you use it too hard)
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do your normal maps use the blue channel as heightmap? i've seen some problems with normal maps with not correct channel usage