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  3. SnipaMasta

Posts by SnipaMasta

  • WIP in WIP, post your level screenshots!

    • SnipaMasta
    • June 1, 2007 at 8:07 PM

    You're going to get "be more original" comments.

    It looks very nice, although what type of map is it? (DE or CS?), and I guess depending which one I think it should be corrected. If it's DE it needs very obvious bomb sites (stuff of importance), and if it's CS I think it could be quite easy to get lost in it.

  • totally random texture thread

    • SnipaMasta
    • June 1, 2007 at 5:21 PM
    Quote from Rick_D

    well, your texture doesn't use any shaders at all snipamasta So technically it's just larger than it needs to be ;D

    No it's not, it's eight times the size of the original texture.

    Quote

    i agree with you that we a "todays generation" but i "next generation" is not adequate enough, because those technologies already existed years before today. people only start using it now.

    I tried to highlight (i.e it was the first thing I said)

    "Actually Nextgen referes to the generations of realtime 3d."

    Key word there : Realtime. We're saying "Nextgen" in the context of games, not 3d rendering as a whole. I understand where you're coming from, seeing as these technologies have been available for ages, but consider the context it's used in.

  • totally random texture thread

    • SnipaMasta
    • June 1, 2007 at 4:40 PM
    Quote

    there is one rule/law:don't use the words "next gen" in an environment where professionals are!

    if you use it anyway, you are pretty much as dumb as the average polycount/cgchat/cgtalk/what-ever-game-community user. serious! the term "next gen" is only a product of some idiots who think they are better than all the stuff that has been made until today. try to look up "next gen" in a quality dictionary (and i am NOT talking of wikipedia!). you wont find it because it is an "invention" of those people!

    Actually Nextgen referes to the generations of realtime 3d. Wikipedia article explaining this. Technically it's inaccurate now since we are IN the generation, and nextgen would rightfully refer to Direct X 10, but it refers to textures that use DirectX 9 technology.

    There are plenty of professionals on Polycount, CGChat, etc. - all the game professionals aren't limited to Mapcore. Also, try to look up "Normal Mapping", "Parralax mapping", "Ambient Occlusion" in a "quality dictionary" (Dictionary.com, for one, just references sites like Wikipedia on these). I doubt you'll find any terms referencing 3d in most "quality dictonarys", especially euphemism's for specific generations of gaming technology. There's plenty of unofficial terms to do with game development that probably wouldn't be found in dictionaries - it doesn't mean they're "invalid" or only used by "Average users".

  • totally random texture thread

    • SnipaMasta
    • May 31, 2007 at 4:07 PM
    Quote

    Because, like I stated, Sauerbraten isn't capable of scaling textures due to its level rendering system based on funky, voxel-style cubes Wink If I scale it down, it'll tile too much and look unnatural. I think you'd better check it out: http://sauerbraten.org

    I know how Sauerbraten works, what I meant was why use a rectangular texture map instead of just 1024?

    KIIIA, it's a remake of the original texture. It's eight times the original size and has to use the same brick scale, otherwise the texture alignments will screw up in maps.

  • totally random texture thread

    • SnipaMasta
    • May 31, 2007 at 2:56 PM
    Quote from Rick_D

    yea i recently grabbed that brick texture for a shader test and I at least went to the trouble of cleaning up the shadows. The picture was taken on a bright summers' day and the light/dark contrast is very high.

    The only shadows on it are defined pretty much above the texture, so I left them in because it creates the illusion of lighting. Also because there's about 2300 textures in Deus Ex.

    Aevirex > I think UT2004 supports normal maps...I know there was a texture package with some in.

    For those interested:

    Floor Texture (after some fixes after Acumen pointed out the horrible tiling)

    Wall texture

  • totally random texture thread

    • SnipaMasta
    • May 31, 2007 at 4:16 AM
    Quote from ifO

    I'm confused, Deus Ex has normal maps? Or that brick texture is tricking my eyes? Looks good anyways.

    It's tricking you! Although some people are porting it to UT2004, so it will have normal maps sometime soon!

  • totally random texture thread

    • SnipaMasta
    • May 30, 2007 at 8:47 PM

    Why...2048X1024 again? It looks ok I guess, but the normals are very extreme and it's hard to determine any detail (which makes the texture resolution kind of useless).

    [Blocked Image: http://img485.imageshack.us/img485/1442/newatriumll2.jpg]

    Deus Ex stuff. Wall and floor textures are 1024X1024.

    Original:

    [Blocked Image: http://img512.imageshack.us/img512/7800/origatriumiy4.jpg]

  • dm_grale (updated on 15-08-09)

    • SnipaMasta
    • May 30, 2007 at 3:10 PM

    Do a blend texture on the rocks and use a more "rock like" texture - at the moment it looks a bit more like dirt. Use the current one on the floor and then for the rest use a different texture that's more instantly identifiable as rock (look at the HL2 ones). I'd also recommend manually modifying the inside rock, because at the moment it's clipping with the brick supports (and the brick supports would be built after, surely, so there shouldn't be rock going into them!)

    Otherwise, the map is great (very UT-ish).

  • The random model thread!

    • SnipaMasta
    • May 28, 2007 at 11:10 PM

    What about the top-of-the-car issue?

  • The random model thread!

    • SnipaMasta
    • May 25, 2007 at 4:59 PM

    Sorry, 3401 tris. If that was 6000 poly's I'd have done something seriously wrong!

  • The random model thread!

    • SnipaMasta
    • May 20, 2007 at 8:03 PM

    [Blocked Image: http://img443.imageshack.us/img443/2514/skorpionvf4.jpg]

    A far less buggy compile since it's on AntiPirate's animations (for the Skorpion!). 3401 polys, and a 2048X1024 as on the MP9. Comments/criticisms/whatever welcome .

    FPS Banana Download

  • The random model thread!

    • SnipaMasta
    • May 19, 2007 at 11:58 PM
    Quote from Pericolos0

    the scratches on the weapon appear strange to me, especially the long ones on the falt parts. Can we see the flats of this?

    Texture.

    Rick, I was thinking about it but I'm really not that good and I have no idea where to start, so it'll be staying as an over sized buggy personal release . In regards to modeling, it is my model.

  • The random model thread!

    • SnipaMasta
    • May 19, 2007 at 1:52 PM

    I had to scale it to fit the TMP animations, but the hands only just fit it so I'd imagine that it's not that far off.

  • The random model thread!

    • SnipaMasta
    • May 19, 2007 at 1:21 PM

    MP9 on the TMP animations. I was thinking about releasing it properly but there's some horrible clipping on it (unavoidable, really), so it's just a personal replacement. Polycount's 3000 and a 2048X1024 texture.

    [Blocked Image: http://img150.imageshack.us/img150/3448/mp9cu3.jpg]

  • The random model thread!

    • SnipaMasta
    • May 16, 2007 at 11:08 PM
    Quote from bitmap

    really awesome snipa:Dis it for hr?

    It's for the map I was making for HR. Although since I'm not on HR anymore, no it's not

    Also, yes it's for source. Normal maps don't really work well in Source other than for slight lighting, certainly stuff like imitating screws is not even worth attempting. Not that normal maps are any substitution for real geometrical detail anyway.

    [Blocked Image: http://img519.imageshack.us/img519/6109/securityingamehw3.jpg]

    Just a basic AO map.

  • The random model thread!

    • SnipaMasta
    • May 16, 2007 at 10:05 PM

    [Blocked Image: http://img517.imageshack.us/img517/2486/camerahq7.jpg]

    930 polys - I plan on adding some more detail to it, though.

  • The random model thread!

    • SnipaMasta
    • May 16, 2007 at 4:26 PM

    Max. should probably be about 4000 for a modern day game - that gives about 1500 for hands. For a pistol that should be a bit less unless it's really well detailed.

  • The random model thread!

    • SnipaMasta
    • May 16, 2007 at 3:53 PM

    Nothing to do with having ten sides, that's quite acceptable (they're called N-Gons for a reason ) it's because the surface probably isn't completely flat so when it triangulates it it goes to hell. Select the face/poly and then under "Edit Geometry" in Edit Poly, there should be

    "Make planar" then "X" "Y" "Z". One of those (depends what direction you made the gun face) will flatten the verticies around the face so it won't triangulate wierd - look in the front view to see if it's flattening right.

  • idiots arguing

    • SnipaMasta
    • May 12, 2007 at 9:22 PM
    Quote

    No need to rework anything, weren't the main problem the resolution? So don't You think that VALVe works on higher resolutions than those that we get ingame (like most artists does)? They surely do and they could easily switch to awp to 2048x1024 if players would complain it's "so blurry" ... no WTF here.EDIT: VALVe tend to improve their titles even years after release, also keep in mind that CSS is not SP game, so players play it all over so I'm pretty damn sure that they would change the texture res if that'd be problem for whole lot of css players.

    Also, I guess You should both calm down tbh.

    There's no personal insults flying about and it seems at least relatively on-topic (this is a model forum, after all).

    Not all artists work at higher resolutions. I doubt most do for anything except world maps - maybe. Etc.

    Also, dated graphics isn't a "problem". The only things they've done is fixed bugs, added some minor features, and make new maps - they're not going to rework all the art just because it's a bit blurry. I'm not saying that it's a problem for an older game, I'm saying it's a problem for a new game - especially a mod where first impressions are important.

    Rick, at no point did I ever disagree with that statement. You even quoted me saying as such, remember?

  • idiots arguing

    • SnipaMasta
    • May 12, 2007 at 9:00 PM
    Quote

    Just addition: If some CSS gun skins (ie AWP) would really be an issue for players, VALVe would have changed them arleady so I guess players doesn't care too much about it, or haven't noticed the diference.

    Quite simply: "wtf?" Valve aren't going to redo guns because technology has changed. The AWP was fine upon release (possibly), it isn't now - that's just what happens with old games. Graphics date.

    Quote

    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 missed the post where you were critisising me suggesting to use higher resolution maps, and I quoted it and argued against what you had said in that post. And your second paragraph is about it, too - so don't say you weren't making a point about it. I pointed out that the back of the carrying handle is noticeably blurry, and I showed a screenshot of the game that proves that the angle hardly covers up the fact. So no, your comment doesn't really stand up. Clearly people DO look at the guns, otherwise there wouldn't be so many custom weapons.

    Also, as I said, it's not "just because they can", it's because it's in constant view of the player and needs attention to detail. Especially in mods where people are looking at the new guns a lot saying "hey, that's a nice looking gun", rather than "hey, that doesn't really look amazing". It's also interesting to note that despite you saying that you're arguing the point "I don't understand the need for two maps, it's just more to load and it's unnecessary.", your last post said NOTHING of that.

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