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  3. Mr. Happy

Posts by Mr. Happy

  • Texture Lighting in Source

    • Mr. Happy
    • November 23, 2007 at 5:56 AM

    Nothing wrong with tex lighting if it's used where appropriate.

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • November 22, 2007 at 3:43 AM
    Quote from Felix

    i think it looks nice, maybe a bit too detailed ?

    If you actually look at the TF2 maps they are very detailed. But they use simplified shapes and textures, so alot of people think they are simple.

  • HL2 Displacement Mapping

    • Mr. Happy
    • November 21, 2007 at 3:15 AM

    Smoothing groups are a bit finicky.

    A luxel is a pixel of light. You can think of a lightmap as really low resolution texture. A lightmap scale of 1 means that there is one luxel for every one pixel, a lightmap scale of 4 means that there is one luxel for every 4 pixels.

    So, if you have a 2x2 face with a lightmap scale of 16 it can't fit an entire luxel (it'll still bit lit though, of course).

    You can view the lightmap by clicking "camera" in your 3D view and selecting "Lightmap grid"

    One quirk of smoothing groups is that there is a angular threshold, which you can change with the -smooth # compile switch on vrad. If the faces are at an angle to each other greater than this they won't be smoothed. Default is 45 degrees.

  • HL2 Displacement Mapping

    • Mr. Happy
    • November 19, 2007 at 11:06 PM

    For your builting just clip the displacement along the texture borders and sew to regular brushes on the interior..

    Unless you mean every individual window pane, which is kinda silly, but then you can just make a new translucence masked version of the texture...

    A prop would work but displacements are the best option here due to it's size, lighting, and for render expense.

    Quote from killertomato

    i see now what you meant. good luck with the sew tool, as it more then often fails to sew correctly (glad it excists tho!)

    Do you realize that the edges of the brushside from which two displacements are derived need to be co-located to be sewable?

  • Dr. house

    • Mr. Happy
    • November 19, 2007 at 10:57 PM

    awesine awesime awesine subject and job.

    Comparing to the images below I have a few crits:

    * Wider forhead

    * Thiner, longer, less bulbous nose

    * deeper receeding hair line

    * pull the cheekbones in slightly so the side of his face is slightly more visible

    * taller more triangular face in general

    * bring the chin/mouth area forwars slightly

    * larger ears

    * watch tonight!

    Still, it's a very good likeness!

    [Blocked Image: http://images.eonline.com/eol_images/Articles/20061219/285.house.laurie.121906.jpg][Blocked Image: http://www.smh.com.au/ffximage/2005/12/02/House_051202011818170_wideweb__300x450.jpg]

    [Blocked Image: http://l.yimg.com/img.tv.yahoo.com/tv/us/img/site/75/48/0000007548_20060920144103.jpg]

  • Crayon Physics Deluxe

    • Mr. Happy
    • November 15, 2007 at 8:24 AM

    Games like these make me wish I was a programmer, because then I could make them.

    One of the best games I've played in years.

  • (Media Studies) Does television affect children's behavior?

    • Mr. Happy
    • November 12, 2007 at 7:14 AM

    You should be able to get an A+ by simply writing "Yes." on the paper, I mean, come on...

    I still remember watching Sesame Street and Big Bird telling me to look both ways when crossing the street, and I do.

  • ol_undersiege

    • Mr. Happy
    • November 12, 2007 at 7:08 AM

    One nitpick is the edges of the road. Looks better than brand new!

    Excellent work otherwise.

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • November 11, 2007 at 11:02 PM

    lol indeed

    Thanks for the comments guys! I can't believe I forgot the windows

    Grippy0 it's nice to see a good looking snowy map, they are few and far between

  • Assassin's Creed Launch Countdown

    • Mr. Happy
    • November 11, 2007 at 7:58 AM
    Quote from Mazy

    I'm still not quite sure what exactly to expect from Assassin's Creed. I mean I REALLY want it, but it still seems somewhat hazy as to what kinda game it really is.But yeah, next Friday ~

    Ya definitely, I know what your saying. Expect beautifully crafted highly detailed and richly alive WORLD. Personnally my favorite aspect of any game is if the world is believable immersive and alive, no matter what world it is.

    As for the gameplay, the videos from a many moons ago made it seem like Prince of Persia on steriods, nothing really special and unique, but of good quality.

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • November 11, 2007 at 7:48 AM

    I love it pogo!

    p.s. are you running the sdk with -engine ep1 for CS:S? If so whats happening maybe i can help, ive figured out fixes for most of the problems.

    Been screwin around with the ep2 assets over the past couple days:

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/ep2_map_10006-1.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/ep2_map_10002-1.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/ep2_map_10004-1.jpg]

    (click pics for bigs)

    Right now it's just a (unfinished) scene but I'm thinking about turning it into a short SP mission, if you guys like what you see.

  • What old games are you playing?

    • Mr. Happy
    • November 10, 2007 at 1:19 AM

    Played a little Wolfenstein 3D the other day

    Quote from Minotauro

    Oh yeah, those are amazing! I was actually replaying King's Quest VI a few months ago.

    I also should get around to playing Deus EX, I never played it ;o

    Oh hell ya! That reminds me, I've got the Quest for Glory anthology lying around somewhere

  • HL2 sdk update tomorrow morning

    • Mr. Happy
    • November 9, 2007 at 7:30 PM

    Some of it goes out on the list too

  • Garry's Mod hits TF2!

    • Mr. Happy
    • November 8, 2007 at 7:28 PM

    This makes gmod almost good!

    Very nice

  • HL2 sdk update tomorrow morning

    • Mr. Happy
    • November 8, 2007 at 3:12 AM

    If anyones still having problems I've posted (and will keep updating) a guide @ http://www.interlopers.net/forum/viewto ... 367#248367

  • HL2 sdk update tomorrow morning

    • Mr. Happy
    • November 7, 2007 at 7:10 PM

    its here

  • HL2 sdk update tomorrow morning

    • Mr. Happy
    • November 7, 2007 at 6:45 AM

  • Help me

    • Mr. Happy
    • November 6, 2007 at 1:10 AM

    Peaces Like Us, Azure Sheep, and Mistake of Pythagoras were all made by the same guy weren't they?

  • Portal custom maps (only cool ones)

    • Mr. Happy
    • November 1, 2007 at 10:41 PM

    Custom maps don't seem to work very well right now, one I played wouldn't let me, only cubes, through the portals.

    The ren test one, sometimes I have to place the portal an inch to the left or the right even though I can clearly put it where I want. Also, I can't solve it, since for one part I need to place a portal on a slanted surface. I can come out of the portal, but not go back in

  • Swap Buffers

    • Mr. Happy
    • October 24, 2007 at 2:07 AM

    Swapbuffers are just what they sound like, so the more tex memory your using the more full they are gonna get.

    Alot of people are gonna tell ya what I'm about to say is wrong, but they don't know anything. Occassionally your memory gets all used up from other processes, kinda the same reason why your computer usually slows down after being on for a week. So, rebooting can help. I've seen my swapbuffers drop from a full bar to almost nothing once from a simple reboot.

    Also, your spec and normals are too strong

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