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DD

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Posts posted by DD

  1. OMGAAAH thatsuh BIG flamer, or looks like it. Nice aged skin, if you look at it a certain way kinda looks like someone SHAT all over it, but in a realistic aged cool kinda way. Like I could imagine something thats real with age like that, with real rust/dirt, and still think it looked like someone shat all over it.

  2. I was wondering if anyone was interested in converting some old maps, specifically dm style maps for household death.

    We got lots of good reviews for our littol fun mod, but the main complaint was that there just wasn't enough maps. So if you want to convert old maps, or even just make a new map, all maps are pretty small. I designed hd_shroom with a projected estimate of 8-12 players and it flows pretty well, that can tell you a little bit about how small the maps are.

    The maps we have received have been pretty bad, but its good that these people are at least trying, we would like maps that come close to or better in visuals compared to hd_house and shroom.

    One thing thats neat about this mod is that you can specify background music (in mp3 format). We also really don't care about where you source your textures,music, models, etc., we just like to give credit in readme's. That means you = creative freedom.

    Even if you have an old chunk of map that wasn't finished, you never got the time and spirit to finish a huge momma of a map, just salvage the beautiful geometry you've always wanted to share, throw in some hhd entities, and presto, official hhd map :D

    Download links

    hhdeath ~28mb

    fgd/tools

  3. looks nice and all I guess, but its hi-res textures on low-poly maps. It still gets that mediocre look now that is hl1. Unless the gameplay changed and the resource requirement changed for FLF I'm not gonna play Defense.

    The resource requirement is the same as HL. THe hi-res and color textures only work if your PC/videocard can support it.

    And by that logic, I'm not going to play nightwatch and firearms (and because the gameplay sucked in the previous version) just because its still low poly hl1, and ugly 8 bit textures.

  4. I was somewhat right saying flfd uses trilinear filtering. Based on that definition, I knew it had something to do with texture filtering. But to see the nice crisp filtering in flfd you pretty much got to have the mod. It's hard to see in images and/or videos. Looks sweet though.

  5. Ya I figured I got the term wrong, thats what I said.

    (I think thats the correct term)

    I meant to say HL defaults to using gl_linear_mipmap_nearest. I talked to omega and he told me that he implemented gl_linear_mipmap_linear and gl_linear, plus theres aniso.

    I suppose gl programmers would understand that, just means textures filter and look better from far away vs. standard hl filtering. And we use mipmaps.

  6. Hitting your texture memory guideline in 3 textures isn't a good thing.

    Were not limited to 4mb, not even 8mb, but the programmer created custom compile tools so we can use much more with these specialty textures. The only people who see these textures are those who set it, and 3d cards that can handle it, otherwise it defaults to the wad textures. Another cool thing is that people who use the special textures, the textures get compressed on most video cards (wads can't do that) and so they actually get BETTER performance on the average. These textures also filter better, standard hl2 textures have bilinear filter (I think thats the correct term), thats why you see the ugly distortion of textures after a certain distance. These specialty textures actually use trilinear filtering so they look sharper and cleaner from distances and odd angles.

    Why bother doing that for HL? That's all I gotta ponder.

    Because HL2 isn't out yet, and this is good practice. I also don't want to bother mapping for any other games. I thought about b42/dc, but mapping in that game is fucking nub. ut2k3 is interesting, but I really don't like any mods or the game. quake3 sux... nothing I'm really interested in. I'm also very familiar with HL so this mods gives me new creative freedom!

  7. yea i dont get it either whats the difference

    Both are 32 bit, I just shot two views.

    This isn't an example of hi-resolution textures, only 32 bit. It could be 32bit and hi res, but I'm lazy. I fixed it to not cause confusion.

    32proof.jpg

    If it was standard hl, you couldn't possiblly get the same effect with solid black bars. Unless you inserted a ton of polies. You'd be limited to crappy 8bit textures.

    Heres an example of hi-res textures (rock):

    d_torrent2.jpg

  8. Sounds really cool, looks like another company is not following in VALVes footsteps! Rejoice! :D

    Because not following valves unique style of game design is totally cool huh iggy? (sarcasm) I hate how people try to act like its cool to oppose valve. The only footprint valve has really left other to follow is the cabal method of game design, and if you think you're so slick that that's not a "cool" method to follow, you probably don't know jack about game design. I SHIT ON YOU IGGY.

    http://www.gamasutra.com/features/19991210/birdwell_01.htm

  9. One really cool feature about this mod is that it supports 32 bit textures up to 1024 px.

    Heres a proof:

    Ignore the brushwork, players will never be able to get up this close. This is a modified 32 bit 256px texture, original 8 bit 256 px from mikeyzillers.

    32proof.jpg

    They need more mappers, this feature was enough to rope me in. Talk to me in #mapcore if you guys want to get in on this. Good practice before hl2 D: More info here too: http://www.frontline2.com/

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