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  3. SnipaMasta

Posts by SnipaMasta

  • The random model thread!

    • SnipaMasta
    • August 13, 2006 at 6:42 PM

    [Blocked Image: http://img236.imageshack.us/img236/4143/c4updwireszy4.jpg]

    Learning 3d Studio Max 3336 polygons.

  • 2dspeedpainting - kitty getting wet [NSFW ! ! !]

    • SnipaMasta
    • August 2, 2006 at 11:37 AM

    RD, it looks like it's been fixed.

  • Yorkie!

    • SnipaMasta
    • August 1, 2006 at 10:05 PM

    It's a Logitech G15 keyboard.

  • Yorkie!

    • SnipaMasta
    • August 1, 2006 at 10:51 AM

    Yes, my cat!

    [Blocked Image: http://www.snipamasta.co.uk/files/Yorkie1.jpg]

    [Blocked Image: http://www.snipamasta.co.uk/files/Yorkie2.jpg]

    [Blocked Image: http://www.snipamasta.co.uk/files/Yorkie3.jpg]

    Just thought I'd share

  • The random model thread!

    • SnipaMasta
    • July 31, 2006 at 10:25 PM

    His cheeks are just plain patches of colour

  • Putting a light inside a model.. doesn't look right.

    • SnipaMasta
    • July 30, 2006 at 2:38 AM

    You'll have a problem doing this with lightmaps - I would suggest a decal and an Env_sprite in the skull. Perhaps put a dim light at the base of the model to simulate light coming from that general area.

  • I cant' figure out this mdl compile error

    • SnipaMasta
    • July 29, 2006 at 10:18 PM

    Tried my advice?

  • I cant' figure out this mdl compile error

    • SnipaMasta
    • July 29, 2006 at 4:06 AM

    I think I get a problem like this too, try running the Model Viewer at the same time and see if that helps. That's what I do and I haven't had the error since.

  • The random model thread!

    • SnipaMasta
    • July 29, 2006 at 12:36 AM

    [Blocked Image: http://www.snipamasta.co.uk/Gallery/window.jpg]

    I'm getting more used to compiling stuff now. Comments/critisism appreciated

    I also got this ingame (oldish model):

    [Blocked Image: http://www.snipamasta.co.uk/Gallery/well.jpg]

  • I Got a Job in the Game Industry! ^_^

    • SnipaMasta
    • July 28, 2006 at 7:19 PM

    Awesome, good luck there!

    (Anyone want to give me a job? )

  • Skull model, suggestions anyone?

    • SnipaMasta
    • July 28, 2006 at 11:00 AM
    Quote from KoKo5oVaR

    Why in the name of the holy fucking cow in the sky are you making stuff with milkshape ?!§§!

    Because it's a cool program?

    Snap together the verticies at the top, there's 2 that are disconnected.

  • The random model thread!

    • SnipaMasta
    • July 27, 2006 at 8:49 PM

    His mouth is freakin' huge.

  • A couple of questions.

    • SnipaMasta
    • July 27, 2006 at 2:41 PM

    Wow, that's a good point. Mine's 8 Megapixel and it's only 3456X2304. I guess I'd have to take multiple ones and blend them, which'd be rather difficult.

  • A couple of questions.

    • SnipaMasta
    • July 27, 2006 at 2:29 PM

    512 is still pretty standard now, though, until we get the *real* next-gen games like UT2007 and Crysis. It's better to practice on smaller maps I'd say, because it's far more efficient. If you can make a 256X256 with 4 floor tiles on it look just as cool as a 512X512 with 16 floor tiles, all the better. I've yet to see lots of 2048's in a game - textures that size are usually used on characters or really large map objects, not world textures.

  • A couple of questions.

    • SnipaMasta
    • July 27, 2006 at 1:30 PM
    Quote from Hourences

    1. Textures these days should be minimal 512x512, ideally 1024x1024 and best 2048x2048 and hey, if you can go higher then that its never a bad thing. Your textures will still be usefull in a few years like that + they can also be used for cg renderings and all of that stuff. The size of the ref picture does not matter but you obviously dont want to scale it up too much. A 450 res ref pic is not going to do for a 1024 res texture.

    512, yes. 1024, perhaps (if it has Normal/specular be careful how much you use it), 2048 is still too high.

  • Have we really got that far?

    • SnipaMasta
    • July 26, 2006 at 4:20 PM
    Quote from Mazy

    Heh, I stand corrected. Could've sworn that Unreal didn't have that kind of tech, and I really dont remember that in the singleplayer or multiplayer portions of the original Unreal. Was it something they had in the engine but wasnt used until later on by the community, which would explain why I never saw it?Anyway, I'm fairly certain the maps that came with UT didn't have this kind of stuff, otherwise I'd have noticed

    It was used in singleplayer a bit. I think it was mostly used by the community though, I can remember an Escher-style map and it had portals all around it , it was used a lot in custom maps.

    And it was in UT, although not very noticable. Dm Fractal (the map Warbeast meant):

    [Blocked Image: http://www.snipamasta.co.uk/files/Weeee.jpg]

    You fall through the floor (if someone shoots the triggers around it) and end up on the ceiling and fall into the electric beams and your body explodes and falls all over the map.

    Hourences, I completely forgot about that. It's called Elsinore (I think that's how it was spelt).

  • The random model thread!

    • SnipaMasta
    • July 26, 2006 at 4:10 PM
    Quote from Pericolos0

    ALOT of wasted texture space! you could get alot more of pixel density on the model

    Most of the stuff you may think is plain space is actually the inside of it, it's just darker. Although yeah, it is a bit of waste .

  • Have we really got that far?

    • SnipaMasta
    • July 26, 2006 at 12:12 AM

    I think the most awesome technology shown was LIGHTS. Something Prey lacked. That looks awesome though, I think they should have finished that version instead of the current prey they released - that looks like it would be a lot more fun.

    By the way, Unreal (as shown in the video posted) does support portals. I'm not sure about them being rotated etc. but they can be applied on flat surfaces. At the end of the game (last level) there are two - the first is when you go into the room with the final boss and it's noticable because the sound of the Iris door closing cuts off, and the other is the walkway to the escape pod. As far as I know, they can be applied to any flat surface.

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • July 24, 2006 at 5:35 PM

    Lois, that reminds me (a lot) of Deus Ex - make it in nighttime and have loads of Neon lights!

    I think the crowded skybox works - although I agree that buildings aren't often rotated like that if they're in a confined space.

  • The random model thread!

    • SnipaMasta
    • July 24, 2006 at 5:11 PM

    [Blocked Image: http://www.snipamasta.co.uk/files/WeeTrash.jpg]

    I got bored. Polycount's 592 and it's on a 512² texture.

    Edit:

    [Blocked Image: http://www.snipamasta.co.uk/Gallery/trashcan2.jpg]

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