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DD

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Posts posted by DD

  1. Looks solid. I think the map needs a bit more contrast, it might just be the screens showed up really dark. It looked very black, dark grey, and slight hints of red... bland. Try -gamma 2.0 -falloff 2.0 and increasing the light intensity on everything, you'll get a very vibrant look, ns like.

  2. BTW Tom is a very talented level designer, he is able to create mood which I have extreme trouble to achieve. Half his unreal work is unreleased but I've seen it and it looks great, if only he would release it. :) Not many people know the theory behind BSP and it doesn't make you any less talented or more. It doesn't mean you do not have a strong understanding of the technical side of level design either, I think you do.

  3. I'm not saying BSP will disappear completely. I'm just saying that meshes will become much more predominate in maps than BSP.

    Me too.

    Lol. I'm assuming you're trying to slam Unreal, which is real BSP. It's culling methods and CSG are just a little different than your beloved Halflife. What is the correct culling method? Just because it's done differently doesn't mean it's done wrong. When you're creating an engine you implement the best culling methods for that type of engine. Just because it's not what your used to doesn't make it wrong.

    Yes I'm slaming unreal for calling BSP when it is not a Binary Space Tree. It's not what half-life defined, it's not what quake defined, it's a programming theory used with other methods to help cull out what is and what isn't in view.

    A fair balance of the two, weighted towards mesh of course, allows for massive indoor areas with tons of detail that artist in max couldn't do even near as fast.

    Eh? I think somehow you just contradicted yourself in the same sentence. Nearly as fast as what? A highly detailed indoor area that is mostly mesh would require an artist. O_o

    Let me be more specific, or let me word it better. Obviously the artist can create tons of smaller objects, but when it comes to create the simple halls, rooms, the SHELL, it simply takes longer and the cost is little, mostly less in indoor areas.

    Believing one or the other is a wrong approach entirely. You do what's best for the game. You pick the best tech for the situations.

    I agree but that's beside my point. In the end you insulted BSP, so I insulted Unreal. I believe as consoles become more and more like PC's, as they are, we'll see more and more engines using BSP or form of, not heavily, but still used and NOT going exstinct.

  4. Only someone who hasn't seen the power of a correct BSP culling, which allow for much greater detail in indoor areas than any fake BSP or any distance cull can do, would suggest something like BSP will go instinct. A fair balance of the two, weighted towards mesh of course, allows for massive indoor areas with tons of detail that artist in max couldn't do even near as fast. Of course working on massive outdoor games leads you to believe otherwise.

  5. Do not copy someones online portfolio. Very sinful. If I were you I would just make a website with different sections of your different skills. If you are unable to write html/etc. try finding a WYSIWYG program. (What you see is what you get) Like frontpage, dreamweaver, etc.

  6. DD, If you're supposed to be making fun of me, thank you very much, mr. "ooh look at me, I work for GEARBOX! I hate noobs and instead of helping I just like making fun of them!!!!" Well, I'm sorry I'm not at your high level.... I really can't understand u pro's making fun of ppl, instead of helping, suggesting.... anything that could help the person improve. NO! You just tell me what a noob I am, and how I don't know anything... Well thanks a lot :-? :-? :-?

    Hmm... didn't mean for me to sound snuffy, but seriously, had I not been working at Gearbox I still would have made fun of you. And btw it was not directly only at you. It's towards everyone who is doing exactly what I exagerated. I probably would offer suggestions to those who put in real effort. I'm also not a texture artist and I consider myself noob at it too. Suggestions from me wouldn't mean too much. Also if you've been following this thread you have probably seen all the complaints about the stretch and sharpen and overlay. And I apologize if I have discouraged you, if anything that xena should encourage you to do better and what not to do.

  7. Looks good posteh, you should transform horiztonally across the seam on the details. Looks odd for details to continue through a seam no?

    I took another stab at my silo texture. Made the rust age dropage more obvious and touched on the beams a bit. I still think the beams look a bit odd but meh.

    -0silo2_wall2.jpg

    Before:

    -0silo2_wall2.jpg

    After:

    -0silo2_wall2.jpg

  8. too many poeple just take pictures of shit trying to find "beauty" in it. wow, some wheat, a sunset big deal

    be original, take a picture of something nobody else has.

    Sorry but your opinion is wrong and you suck ass. It's not always about beauty, its the challenge to capture it. And btw, taking pictures of stuff just because nobody else has is waaaay too overdone, and so then you're being just like everybody else. So you suck ass again.

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