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  3. AlexM

Posts by AlexM

  • Development Blogs - What when and where?

    • AlexM
    • October 23, 2009 at 9:58 AM
    Quote from Thrik

    The media handling functionality was dramatically upgraded about a year ago in WordPress. Have you used it since then? I personally think the way it handles media is fantastic, able to auto-generate galleries and whatnot. I use them all the time on my WordPress site. You can even easily get per-image comments.

    There's no upper limit on image resolution, to clarify. It'll always leave your original image as the largest size, and then auto-generate three smaller sizes for you that you can specify.

    For some reason when I put in an image of 1680x1050 it looks like it's doing the auto image generation but what actually happens is it posts the full res image in the blog. So far the only way I've been able to rectify this is to reduce the image enough that it manages to correctly create a thumbnail.

  • Development Blogs - What when and where?

    • AlexM
    • October 23, 2009 at 8:42 AM

    ^ yeah, that was a little hard to get used to. It seems to have a resolution limit for images as well.

  • Development Blogs - What when and where?

    • AlexM
    • October 23, 2009 at 7:04 AM

    I have a blog but I really just use it as a personal log of my work, I can tell the points in tmie I've been lazy when there's a big gap in posts. It's nice to reflect on things you learned as you go along.

    http://gamedevblog.levelism.com/

    is my addy

    As for setting it up, if you have an SQL database on your host then go for wordpress, it practically sets itself up and works like a dream.

  • Crysis High Quality Screenshots (Stay out 56k's)

    • AlexM
    • October 20, 2009 at 1:04 AM

    holy crizzap

    that settles it, time to do a one sitting play of Crysis ASAP

    those shots with the rocks, are those actual geometric displacement? If that's faked in a map then wow

  • Exavator WIP

    • AlexM
    • October 17, 2009 at 11:29 PM

    yeah that looks awesome, even though your only 1/4 done I can see some nice definition on the paint wear there.

  • Classic Doom for Doom 3

    • AlexM
    • October 17, 2009 at 4:13 AM

    It's quite good, worth a playthough, but at the end the original doom is still better. I think the better lighting model is actually a negative. I love the sectional ray lighting (forget the actual name) look of the doom series.

  • mitering corners - reduce visleafs? good for optimization?

    • AlexM
    • October 17, 2009 at 2:06 AM
    Quote from Steppenwolf

    I always mitter my stuff when i work in bsp. Probably not as important anymore today since most PC's are powerfull enough to run even a messy map in source in highest details and fluid framerates. But it used to be very important in the past. Without mittering 2 triangles more get rendered per corner and if the wall is a static brush it creates a new tiny vis leaf. Now if you have a couple more such tiny vis leafs they will cut each other overproportianaly the more you have and you have very easily a mess of hundrets or thousands of vis leafs where only a couple dozen would be appropiate. This mess has a very negative effect on the vis compile time (what should take 2-3 minutes takes hours) and it also has a bad effect on the performance ingame.edit:

    Found this old pic in my archive:

    [Blocked Image: http://i36.tinypic.com/9k13js.jpg]

    Pretty much shows what i mean with tiny vis leafs cutting each other and creating a mess. On the button my map after proper mitering, func_detailing and vis optimizing.

    nice example, I'm convinced

  • Classic Doom for Doom 3

    • AlexM
    • October 13, 2009 at 12:18 AM

    cool, I still play doom2 pretty regularly to this day. Should be a fun diversion

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 9, 2009 at 10:53 PM

    All good suggestions. I'll make the appropriate changes, thanks very much for the input

    I'm kind of a fan of the somewhat chaotic texturing scheme but yeah, there's a few places where some textures just look weird.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 8, 2009 at 9:49 PM
    Quote from Pampers

    try lowering the bloom scale

    rgr, I'll drop it from 1.2 to .7

    recompiling with:

    -Sun angle changed to -55 from -76

    -Direct light got a big more yellow added

    -ambient reduced and a bit more saturation added

    -exposure max changed from 1.4 to 0.8

    -exposure min changed from 0.1 to 0.05

    -bloomscale changed from 1.2 0.7

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 8, 2009 at 7:36 PM

    that one is .2-1.7 I think

    I'll try setting the max to something close to 1

    Right now when I look up, the sky does wash out to full white for too long, ideally it wouldn't ever get that bright for more than a mere moment when exiting a dark room.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 8, 2009 at 5:39 PM

    ^^ Ah I actually meant the buildings that are part of the skybox texture particularly, they wont be affected by lighting and need to be removed regardless. When you say the shadows are bad you mean because the lighting is too vertical causing the shadows not to be long enough? Or is it a color issue?

    Also I've been having a few issues clamping the HDR. The default range is 0.5-2 right?

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 8, 2009 at 7:03 AM

    a couple refinements to derailed, still gotta get rid of those low res buildings in teh skybox...

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/ps_derailed20050015.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/fasstuff/derailed/ps_derailed20050019.jpg]

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 8, 2009 at 5:47 AM

    wow looking great! I like the change in tone.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 5, 2009 at 6:29 PM

    Awesoem, I would have thought it was an official map.

  • l4d_yama

    • AlexM
    • October 4, 2009 at 7:58 AM

    nmnmnmnmnmnmn

  • mitering corners - reduce visleafs? good for optimization?

    • AlexM
    • October 2, 2009 at 9:45 PM

    in regards to the t-junction issue, I'm thinking about it in my head, wouldnt a non-mitered corner yeild a t-junction and a mitered corner not yeild one?

  • mitering corners - reduce visleafs? good for optimization?

    • AlexM
    • October 2, 2009 at 6:49 AM

    the debate rages on...

    I really dont know which way is best but I hadn't heard before that mitering your corners causes t-junctions to go up, if that's the case I'll make a point to miter less often. T-junction issues are brutal.

  • l4d_yama

    • AlexM
    • October 1, 2009 at 7:02 PM

    holy crap havent checked this thread in a while. Awesome work, love the rounded corner building in the first shot.

  • The random model thread!

    • AlexM
    • September 30, 2009 at 4:34 PM

    whoa that's really cool, the branches look a little glowy underneath but it really looks nice overall. I love how you got the weight of the snow to come across.

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