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Posts by fonfa

  • 3.93 GByte photos of France [torrent] [RE-SEED]

    • fonfa
    • May 22, 2007 at 7:23 PM

    awesome. but why not hi quality jpegs instead of raw?

  • Use of CZ content in Half-Life modifications

    • fonfa
    • May 22, 2007 at 7:15 PM

    not okay. i don't know if they'll care, but everyone should avoid those kind of things.

  • low poly contests

    • fonfa
    • May 22, 2007 at 12:26 AM

    what if everyone models the car they own, or a bike, or a bus, or whatever you use for transport, making a clean and a dirty/rusty version? that'd be SO useful for a lot of people! with a very limited polycount and a texture of no more than 512² or 1024², what do you say?

  • Piano Model Release

    • fonfa
    • May 20, 2007 at 5:35 PM

    nice. do you work for a mod? would you like to?

  • Piano Model Release

    • fonfa
    • May 20, 2007 at 2:06 PM

    awesome. in which rl piano was this based?

  • hl2 map scale

    • fonfa
    • May 20, 2007 at 7:18 AM
    Quote from cnflkt

    The tessellation is related to texture size and scale iirc. this is true for both goldsrc and source.Something apparently inherent with source engines. O_o

    I suppose generally it's a good thing for culling, probably the only reasoning behind it.

    the thing is - in goldsource, when scaling the textures, you scaled the lightmap along with it. but in source you can handle both scales separately. that's why a lot of mappers put lightmaps with HUGE scales on ceilings and surfaces with less lighting contrast - you end up with less world rendering load and a lower filesize for the map too

  • totally random texture thread

    • fonfa
    • May 19, 2007 at 4:14 PM
    Quote from Minotauro

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/janela_tosca.jpg]

    favela!

  • go-kart model

    • fonfa
    • May 19, 2007 at 4:10 PM
    Quote from zaphod

    I'd rather do my own thing.

    your choice. but the chances of releasing a playable game working alone are quite null. btw, this new render looks nice. maybe you should try upping the values a bit, so it's not lit just at the almost 90º angles.

  • hl2 map scale

    • fonfa
    • May 19, 2007 at 4:05 PM
    Quote from merkaba

    I might be wrong but I am fairly certain that the scale of your textures determins how often the faces are split up. So, reducing your map to a 1/4 scale while also scaling the textures down would be a futile act; it would just give you more map space to play with, but not solve any problems with splitting faces.

    nowais. i thought it was like that too, thats how it works in hl1. but i fiddled a bit with stuff and found out that:

    in source, what determines the number of subdivisions on a brush face is the lightmap scale.

  • WIP in WIP, post your level screenshots!

    • fonfa
    • May 18, 2007 at 1:22 PM

    the trusses on the left of the 3rd pic look weird because of the vertex lighting.

  • go-kart model

    • fonfa
    • May 18, 2007 at 1:20 PM

    looking awesome. i think this needs a bit of rim lighting to look like mario galaxy. why don't you join the mario kart source team?

    http://mks-mod.com

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