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  3. robert.briscoe

Posts by robert.briscoe

  • Video games can never be art (?!)

    • robert.briscoe
    • April 20, 2010 at 12:41 PM

    What makes me laugh the most is that although this can be 'art':

    [Blocked Image: http://www.corrupt.org/drupal/files/images/tracysbed.jpg]

    This cannot:

    [Blocked Image: http://ps3media.ign.com/ps3/image/article/106/1061717/god-of-war-iii-screens-20100118091725269.jpg]

  • The scary case of Infinity Ward

    • robert.briscoe
    • April 15, 2010 at 10:22 PM
    Quote

    ":3f89m4nl]So, ok here's a challenge.Who in here, is able to explain me what the fuck is going on exactly between Activision and IW in ONE phrase?

    I think Mazy already adequately summed that up! :wink:

  • 3ds Max problem on starting.

    • robert.briscoe
    • April 8, 2010 at 9:51 PM

    I ask because I had a version of that once and had trouble getting it working due to it being catered to Viz work. If you're not doing architectural work, If you can, try to get hold of the standard Max 2010 x64.

  • 3ds Max problem on starting.

    • robert.briscoe
    • April 8, 2010 at 10:19 AM

    Can I ask why you are using 3DS Max 'Design'?

  • WIP in WIP, post your level screenshots!

    • robert.briscoe
    • April 8, 2010 at 10:07 AM

    WHATEVER THOS R FAEK SCREENSHOTZ PHOTOSHOPPED DEY HAV NOTHIN DAVEL JUST FAKING BUT INSURCENCY IS BETTAR! ND PLANT!!!! http://%7boption%7d

    Ahhh sorry I was having bad flashbacks there! Anyway good to see ND looking so very awesome and very much alive. Great Job Guys!

  • Impulse::Reactor

    • robert.briscoe
    • March 17, 2010 at 10:19 AM

    Does anyone on the PC really care that much about achievements?!

  • Comprehensive guide to making closed captions in Source?

    • robert.briscoe
    • March 11, 2010 at 1:25 PM

    Thanks for the advice guys, finally got it working after fiddling around with dozens of Valve's goddamn txt files.

    Yeah it's for Dear Esther, I have already fixed the soundlevels for the speech and music and cleaned up the audio, but I also had a lot of requests for subtitles in english and of course this lays the foundation for translation into multiple languages, which I think is essential for a mod which is mostly dialogue driven.

    was learning the particle editor the day before... uggg! Why does valve have to make everything so intuitive!?

    gonna try and get light bouncing working properly next.

  • Comprehensive guide to making closed captions in Source?

    • robert.briscoe
    • March 10, 2010 at 12:54 PM

    I've been reading over the Valve's wiki entry on the subject ( http://developer.valvesoftware.com/wiki/Closed_Captions )

    but have to admit im still not quite sure what I should be doing here. Basically I have spoken dialogue which is triggered via ambient_generics throughout my levels which I want to be captioned but Im still unclear as to where to start with this. The wiki mentions creating a file for compiling, but the thing that confuses me is how it refers to the sound file, i.e: barn.chatter

    Quote

    lang{

    Language "English" //(or "French", etc)

    Tokens

    {

    // Captions defined here.

    nameofcorrespondingsound "This is the caption."

    barn.chatter "We're picking up radio chatter. They're looking for your car."

    // etc...

    }

    }

    Display More

    what is this actually referring to? it's obviously not a sound file so im guessing it's defined somehwere else?

    If anyone has any info on this or knows if there are any better guides to creating closed captions i'd greatly appreciate the help!

  • Crysis 2

    • robert.briscoe
    • March 3, 2010 at 4:56 PM

    moar explosions = moar moneys?

  • Aliens: Colonial Marines - WTF Happened!?!

    • robert.briscoe
    • March 1, 2010 at 4:27 PM

    Sweet Jebus Harry Cripes, thank god this didnt get scrapped. This is the only Aliens game Im looking forward to.

  • Post your favourite movie scenes ever!

    • robert.briscoe
    • February 28, 2010 at 2:07 PM

    I always though Jamie lee curtis was a bit manly

  • Crysis 2

    • robert.briscoe
    • February 28, 2010 at 2:05 PM

    Yep im gonna wait for a video before I form any opinions. So far the City screens arent overly exciting.

  • l4d_yama

    • robert.briscoe
    • February 25, 2010 at 10:06 AM
    Quote from Campaignjunkie

    Use Propper to convert your brushes into props... haven't used it personally, but it seems pretty straightforward to me.http://developer.valvesoftware.com/wiki/Propper

    aye, I was going to recommend this also. Anyway your map looks stunning mate, really nice lighting and detailing that raises the bar way above Valve's stuff! (although I agree that there could be more trash/bodies/etc in the streets)

  • Kevin Cytatzky - Level Designer

    • robert.briscoe
    • February 22, 2010 at 2:35 PM

    Also always check you portfolio works in every browser. Right now the large images are completely fucked in IE8

  • METRO 2033

    • robert.briscoe
    • February 18, 2010 at 3:49 PM
    Quote from dux

    [Blocked Image: http://www.dailygame.net/images/screens/RAGE/RAGE_01.jpg]

    Some of the ugliest DOF I've ever seen... BECOZ ITz OPENEDGLs!

  • METRO 2033

    • robert.briscoe
    • February 18, 2010 at 10:09 AM
    Quote from dux

    I hate how grainy dx is. Give me openGL any day.

    The grain is obviously intentional

  • METRO 2033

    • robert.briscoe
    • February 17, 2010 at 5:37 PM

    New dx11 shots:

    [Blocked Image: http://ve3dmedia.ign.com/images/06/72/6…reenshot-06.jpg]

    [Blocked Image: http://ve3dmedia.ign.com/images/06/72/6…reenshot-02.jpg]

    [Blocked Image: http://ve3dmedia.ign.com/images/06/71/6…reenshot-01.jpg]

    [Blocked Image: http://ve3dmedia.ign.com/images/06/72/6…reenshot-04.jpg]

    http://%7boption%7d

    Looks damn sexy imo

  • Aliens vs Predator

    • robert.briscoe
    • February 6, 2010 at 3:34 PM

    ugg didnt enjoy that, and what's with the marine 40 degrees fov

  • Any male voice over actors here?

    • robert.briscoe
    • February 4, 2010 at 6:22 PM

    If you need female voiceovers Ithink i know the perfect actor, her name is Pam Doove:

    External Content www.youtube.com
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    Let me know and i'll send you her email!

  • l4d_yama

    • robert.briscoe
    • February 2, 2010 at 9:33 PM
    Quote from 3Dnj

    I agree with this, but for the compilation, func_details count as entity an brushes and it's really a problem for big very brush based map (Or if it's not, my world will falls away)

    Like I said the compiler report is not always accurate, it will report all static props, overlays and func_details as entdata even though they are converted into world geometry when the compile is complete (func details are stripped out during VBSP/VVIS and then replaced for lighting pass in VRAD) , which is why they shouldnt really count towards the entdata limit and is why it's only there as a guideline. Of course having loads of static props and overlays still consumes gpu time (i.e. draw calls) but if your map runs well and isn't 600mb in size then I dont see why it would be a problem.

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