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  3. robert.briscoe

Posts by robert.briscoe

  • What ever happened to the Unearthly competition?

    • robert.briscoe
    • October 25, 2012 at 9:31 PM

    The last one was in 2009, and after the whole fuck-up with prizes and judging and stuff it never came back. So what ever happened to it?

    For that matter what happened to all of the cool Env art challenges like this that used to go on? Anyone remember Scene From A movie?

    The only recent one that I seem to have missed was the Beat 'Em Up one at Polycount.

  • Evil Dead (2013)

    • robert.briscoe
    • October 24, 2012 at 9:22 PM

    ...and I was just thinking the original Evil Dead didn't have enough Dubstep!

  • Cs_siege_go

    • robert.briscoe
    • October 17, 2012 at 8:21 PM

    looks awesome!

  • RoboCop (2013)

    • robert.briscoe
    • October 9, 2012 at 11:05 PM

    [Blocked Image: http://www.filmtotaal.nl/images/newscontent/f46b29e.jpg]

    [Blocked Image: http://images.wikia.com/gtawiki/images/9/93/Gimp_Suit_(GTASA).jpg]

  • UDK Foliage Lighting Woes

    • robert.briscoe
    • October 5, 2012 at 11:08 PM
    Quote from Froyok

    I would smack you everywhere if I could.

    If you're suggesting CE3 is a truely convincing solution then your smack privileges are revoked

  • UDK Foliage Lighting Woes

    • robert.briscoe
    • October 2, 2012 at 10:14 PM
    Quote from Pampers

    I'm guessing its the free model he's talking about

    Correct!

    I've looked at unity a bit, and I noticed that they now have a node-based shader editor plug-in and a kismet-type plugin for non-coder types like me, has anyone tried them?

    Im a little cautious about approaching unity as the vanilla version (minus plugins) doesnt look very artist friendly

  • UDK Foliage Lighting Woes

    • robert.briscoe
    • October 2, 2012 at 1:16 PM
    Quote from Warby

    i am disturbed that baking lightmaps is still "a thing"

    As much as I wish compiling were a thing of the past, until there's a truly convincing fully-dynamic solution, it's the only way to go for convincing results imo.

    I'm still evaluating the engine, but so far UDK has come off much better in terms of flexibility, stability and efficiency. CE3 lacks proper implementation of it's GI and it's been pretty damn unstable for me, I also miss the shader editor and after speaking in length with one of the CE3 engine developers a while back at the Develop Awards, it sounds like they have no plans to update the engine in the future which is a shame. I really think they need to follow Epic's lead and do regular updates tbh. (even if Epic do tend to break things once in a while!)

  • UDK Foliage Lighting Woes

    • robert.briscoe
    • October 1, 2012 at 6:44 PM

    Ugg it seems to be an issue with the latest build of UDK, reverted to an earlier version and the lighting works...

  • UDK Foliage Lighting Woes

    • robert.briscoe
    • October 1, 2012 at 3:22 PM

    So i've been repeatedly banging my head against a wall for the past two days trying to get my custom foliage model to light properly with the instanced foliage paint tools. Basically all I wanted to do is use a non-directional lighting mode and disable shadows on the foliage so that it will better blend in with the landscape materials at a later date (I dont want the grass to fade out to reveal big black baked in shadows!) The problem is, when using MLM_NonDirectional in the material settings it goes completely wonky when lighting is baked. At first I thought it was an issue with my mesh, but everything seems to be in order, and it bakes perfectly fine as a normal static mesh:

    [Blocked Image: http://i.imgur.com/G3zJu.jpg]

    This led me to believe there might be an incompatibility with using MLM_NonDirectional and the foliage instancing together, so I tried switching to MLM_Phong instead, and edited the mesh so that all of the normals point straight up (reproducing the same lighting effect) However the results were the same: worked perfectly as a normal static mesh, failed in instanced foliage mode.

    So far i've tried the following to try and fix it:


    • [*:2n4c8d6f]changed the lightmaps value in the mesh to 0 to try and force vertex lighting - but it ends up completely black using both NonDirectional and Phong
      [*:2n4c8d6f]checked the lightmap uvs were ok - they were fine
      [*:2n4c8d6f]tried automatically generating lightmap uvs in the static mesh viewer - no change

    EDIT: just tried it with just a normal cube - the issue is still there! Out of curiosity I then tried turning cast shadows back on in the static mesh properties and the lighting seemed to correct itself, so as far as i can tell it seems to be an issue with having shadow casting disabled. As a result this has left me completely stuck as I really need to be able to disable shadows on my foliage sprites!

    [Blocked Image: http://i.imgur.com/zKrni.jpg]

    If anyone has run into this before I'd greatly appreciate any help you can offer!

    Thanks.

  • RoboCop (2013)

    • robert.briscoe
    • September 29, 2012 at 5:02 PM
    Quote from Minos

    This movie is being directed by the same director of Elite Squad (Tropa de Elite) so I have high hopes for this

    I admire your optimism, but I also think you're setting yourself up for massive dissapointment

  • i want dynamic global illumination

    • robert.briscoe
    • September 27, 2012 at 1:56 PM

    Yep Realtime GI still has a long way to go imo, I'll be especially glad to see a more accurate replacement for SSAO; am I the only one who thinks it looks hideous?

  • Black Mesa Source

    • robert.briscoe
    • September 6, 2012 at 10:24 PM

    GJ JP! :monocle:

  • Dear Esther Getting Commercial Release

    • robert.briscoe
    • July 16, 2012 at 8:08 PM

    Just wanted to pop in and say Dear Esther is now 75% off in the Steam Summer Sale! Grab it while you can

    http://%7boption%7d

  • Dear Esther Getting Commercial Release

    • robert.briscoe
    • July 10, 2012 at 5:07 PM

    Possibly, where's it at?

  • Dear Esther Getting Commercial Release

    • robert.briscoe
    • July 9, 2012 at 9:07 PM

    Thanks!

    Going to be at Develop in Brighton on Wednesday for the expo and awards ceremony, if anyone from the 'Core is there and wants to meet up let me know!

  • Dear Esther Getting Commercial Release

    • robert.briscoe
    • June 21, 2012 at 5:02 PM

    Works for me

  • Dear Esther Getting Commercial Release

    • robert.briscoe
    • June 21, 2012 at 4:23 PM

    So I just found out that Dear Esther has been nominated for 2 categories at the 2012 European Games Awards - for Best Adventure Game and Best Indie Game! The winners are based on public votes, so if you're a fan of Dear Esther, or like pictures of Dogs, please get on over to their website and show your support!

    Vote here: http://%7boption%7d

    [Blocked Image: http://2.bp.blogspot.com/_NOXa1CXNsxg/S…rd-dog-bite.jpg]

  • Prometheus

    • robert.briscoe
    • June 5, 2012 at 10:57 PM
    Quote from Seldoon182

    http://www.gamasutra.com/view/news/1716 ... lution.php

    Lol, well that explains a few things

  • Prometheus

    • robert.briscoe
    • June 4, 2012 at 11:11 PM

    Just saw it - Fucking hell that was awful

  • Unreal 4 Engine Demo Reel

    • robert.briscoe
    • May 22, 2012 at 6:29 PM
    Quote from Warby

    that sounds great ! but i wanna see how the indirect illumination stuff works first before i buy the whole "dynamic bounce" thing ^^

    Me too, I was really unimpressed with CE3's Efforts

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