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KungFuSquirrel

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Everything posted by KungFuSquirrel

  1. Models are still key for the really fine detail or just when you need more than what normal level textures will give you. But yeah, you can build and quickly/effectively texture crazy amounts of stuff in radiant that just aren't possible in other games without modeling software. It's snazzeh
  2. What about sealed copies with receipts? or 'defective' discs? I know a number of places will take back sealed copies with receipts as returns; a savvy gamer could easily convincingly re-seal the package and return it the next day after getting the key and the account. Hell, I had a defective WoW disc and had already put the CD key from that version into my uber-document of all my cd keys before I installed - that key was still there after I exchanged my copy for a working disc! Who knows what fate it saw after that. It's certainly not 100% certain (ha, certain), but definitely possible.
  3. My guess? Someone returned it after nabbing the key; they put it back on shelves and re-sold it.
  4. Actually, unless I'm sorely mistaken, this is probably the same resolution most UE3 skins will be at, at least early in its lifespan. 2048 is ridiculously big. Painted well, I don't think a face will ever need* more than that - on a 21" monitor the flat is practically lifesize, with the potential of enough detail to match! *key word being "need," people will be more than willing to push this further whether its needed or not
  5. I knew it was narby, but forgot the name
  6. Gorgeous. Eager to see where you take this. Would love to see that third shot either in a really intense/directional afternoon sun or in a nice colorful sunrise/sunset with some modern accent lights added here and there. But maybe that's just me.
  7. Rotated geometry shouldn't automatically snap to the grid. You might lose your shape doing that. It's the one thing that would make better floating support welcome in hammer - beyond that you don't have enough building precision to be worth it. And wow, is this transformation box new, or was I just blissfully ignorant all these years? Never touched the damn thing. Edit: added automatically and the following disclaimer that despite my comment of floating point support, I'm still probably one of the biggest grid nazis you'll ever find
  8. I guess I never really understood that ultrasounds are cross-sections rather than just hitting a surface and calling it good... I was slackjawed when the nurse was like "there's the heart... you can see all 4 chambers there" and when I could make out the details of the brain (or what's there so far, at least) when she was getting the head measurements. Technology is pretty impressive...
  9. whoa. http://www.button-masher.net/content.php?c=35
  10. yeah, low quality video feeds in dark theater-like presentations are very accurate brightness meters
  11. Mostly SP, but a little here and there on a couple MP maps. Some of which was shown at quakecon, woo!
  12. I think the trees are a great idea... BUT the problem is a) they're too small and b) not dense enough. Right now they're little flimsy looking things. See if you can't make them big enough to fill in the scene a bit more and maybe even become a nice form of non-crate cover.
  13. Quicktime should handle it, my computer at work tossed a warning when I did it but it still played just fine.
  14. That was from some kid the night before the demos went live. Watch some people who actually know how to play DM: http://renton.uams.edu/Quakecon2k5/Quake4Multi.mp4 (planetquake3.net or some similar site also had some good clips (including at least one other map) on a larger video. Also a video somewhere of fatality wiping the floor with some 12 year old, heh...
  15. Well. It seems I must rock, then.
  16. I feel the urge to randomly lock some threads now... (kidding).
  17. Yep, between ramping up light colors past "1 1 1" (white, everything shows up on a 0-1 RGB scale, but 2 and such will give you some really intense bleaching) or extending light volumes to extend further through geometry, you can get things pretty bright. The drawback to the former is the bleaching, particularly on anything close to the source, and the drawback to the latter is additional overdraw/shadow volumes. The other solution is more lights (multi-directional lighting is what will really sell the normal maps), but it's again a question of how much overdraw/shadow volumes you'll add by doing so. That said, Q2 was actually pretty dark, including an entire warehouse section in the dark.
  18. Hmm. Combined with my addition of 100% more poofy and a more bulbous top a la the ones koko just showed, I now have this... Much better looking now, if you ask me! Might start making some variations of these. This one is definitely on the short side.
  19. The lack of a martial arts version disappoints me. this prop looks great, too. Eager to see where you take this one.
  20. Another D3 scene. All content is stock D3, save for the geometry, of course
  21. Second building to go along with http://www.button-masher.net/images/wip ... rm_001.jpg
  22. haha, that rocks!
  23. Well, this doesn't really follow those, but meh... Wish I had a texture to have a better idea of how well this is working. Seems too droopy now that I think about it. Needs more poof to the top. POOF!
  24. Don't mind me, I'm terrible at this sort of thing.
  25. Looking again at lee3dee's stuff, then mine, I think I'm going to try splitting the planes in addition to the bends that are there already. Might narrow up the tips of the branches as well; I'm not sure how much I want to do with alpha and how much I want to do with the overall shape. I guess I'll see what the plane splitting does for me.
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