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Posts posted by KungFuSquirrel
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http://www.igda.org/Forums/showthread.p ... adid=13068
Very interesting read. Thankfully that's not really an issue here. Double thankfully, I'd already been offered my spot here when one of the EA guys called me back in May or whenever.
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The black and white bits remind me of an old book I had when I was a kid... it was all black and white outlines and stuff, and the first part took place during the day. At the 'end' of the book, you turned it over and flipped back through it the other way, and it told the rest of the story at night. What was a plume of smoke from a factory during the day version was the road during the night version. Really inredible. Gotta try and remember what it was...
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please please please freedom fighters 2 or something similar.
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Maybe give the arch an actual texture to match the shape? like any nicely constructed stone arch or something? Could fit nicely. *shrug*
Looks sweet, though

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Oh, duh, .ase works, too. *slaps self*. I'm just so used to LightWave I don't really think in terms of non-.lwo files for map objects

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Well, if it says anywhere he did it with Max, I guess that just confirms that vertex painting (and, thus, blending) can hold up on the conversion to .lwo.

however awful that 'terrain' may be...
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It'd probably be pretty easy to do a quick export to .lwo format from another program, though I dunno if vertex maps for texture blending would work very well across the conversion.
Lightwave's not too bad, though, and if you've already taken the step to learn Radiant, you're going to have an easier time with it. Some operations are similar, and the interface is very much keyboard-oriented. I'm still known to accidentally use the wrong key in one or the other, but that's pretty common regardless.

I should write up a simple crash course on LW for designer-types to make use of. Biggest thing you'll use it for is terrain, which nice and easy, but sometimes it's handy to export some geometry and convert it to a model as well. Dunno if that'd be overstepping my bounds, though, I'd have to probably check with someone at work for clearance.
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Doubtful; I run a 9800 at home with no problems whatsoever. Also know a few people running it on X800s with no problems. nVidia may have a slight performance edge, but the GPU manufacturer shouldn't affect this sort of thing.
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Did the camera, z view, or map view not work? And if so, did you restart the editor?

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noooooooooooooooooooooooo!!!!


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editor.

You can create a shortcut to it pretty easily as well. Just make a normal D3 shortcut, then add "+editor +set r_fullscreen 0" to the command line. Be sure to add "+set r_fullscreen 1" to your game shortcut, though. Saves the hassle of alt+enter any time you want one after running the other.
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There's a BSP process that handles things like the basic player collision files as well as AI collision and navigation (the AAS files). Also, you can run a -ShadowOpt 2 compile which optimizes the shadows that are cast by lights (they're polgyons that add to your tri count; another reason why large overlapping lights can be bad), but the lights still function fully in real-time.
Larger maps can still take a while just due to the number of faces and volumes (AAS again) that have to be calculated, but it's still a very very quick process. Minutes at most.
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its specifically angled that way. Its more evident in the game. the bottom of the trim is a verticle brush, and the top is a patch mesh that curves up to the top in that kinda half U shape.
Hmm. Maybe just try taking the whole shape you have right now into a patch mesh, then, and get a little curve out of it. Might pull off well.
All of my patch meshes are only a 3x3 subdiv. I'm going to go through the map and bump them all up to 7x7 or higher if needed. I'm slowly starting to understand and utilize patches more and more.
Now, wait, you mean by creating a simple patch mesh and then using the 3x3 settings? You'll rarely need any more than a 3x3 simple patch mesh - if you're tweaking subdivisions, use the surface properties tab, click the checkbox for "subdivide surface" or whatever and then use the sliders there to adjust the vertical and horizontal subdivisions. This also opens up the possibility of doing some crazy cool stuff with details following curves (i.e. a simple 90 bevel curve combined with patch meshes at smaller subdivisions with some varied texture stacking). You can't always trust the automatic subdivision to get the desired results.
If this is what you're doing already, my apologies, but I just wanted to make sure - your phrasing confused me a tad
Better safe than sorry. 
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Anything you need to know about Quake at this time is available in the recent PC Gamer article. I believe it has an answer to your question, DD.

Section_Eight: New shots looks good. Is the trim up top specifically angled that way, or is it a low subdivision bevel? It might be worth trying out a curvy top piece there? I think it'd look especially neato on the corner to keep that smoother style.
It'd be cool if you could get a few more lighting highlights in here and there - just little accent stuff with small enough dimensions to keep from giving too much overdraw. You'll see the normal maps really start to 'pop' when you get the lighting just right on them. You'll know what I mean when you see it, but I'll leave that discovery to you

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holy shit
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Bah, I have no allegiance to Wisconsin aside of my job.
Could care less about the NFL, and in the days I still did, I was a Bucs fan.Though I gotta give the Badgers props this year....

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Dust? In... Dust???? Surely not!

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I'm not even a Packers fan but had to take a shot of that while we were driving around.
Mark Miller is my father-in-law's name, by the way, and the sign is funny because the one I'm technically related to is very much not a democrat. But it's not really funny to anyone not in the family. Pooie.
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Born in Omaha, Nebraska:




No pictures worth showing of dinky little Beatrice, Nebraska

Lincoln, Nebraska:



Madison, Wisconsin:




Also: My own super-crappy Madison photos. Guess which one's Raven and which one's our apartment building.
I need a good camera with a good zoom, and FAST.Lincoln and Madison are both a little height-challenged due to city ordinances that limit building height to under the height of the state capitol buildings. Jerks.
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doom 3 is all well and good, but the more I mess with it, the more I find out its limitations. This will probably be the only compiles I do with the doom3 engine. Once Source is released, Source all the way (Unless of course, X-Ray is open for modding, then X-Ray would be the engine of choice).
I'd be interested to know specifically what is bothering you. A lot of the 'limits' I've seen people complain about can either be easily worked around/with, or are simply design decisions that don't constitute a limit at all.
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Hey, you're not far from here.

It looks good overall. Very nice sleek shape to things. I would recommend upping the subdivisions on the patches to 8 instead of 4, though, it's a small enough area you can get away with it and the edges kinda stick out. Particularly for cinematic use, it might be a good touch to address.
Also, the lighting doesn't entirely do the scene justice. The only thing that really identifies the scene as being modern tech as opposed to Q3 (or even HL) is the slight light pattern visible on the walls and the normal map highlights barely visible on the ceiling. The bottom of the supports would be great for a small accent light, and with some planning and adjustment you can still keep the light count reasonable. As much as people complain about Doom 3's darkness, its lighting is really its greatest strength.
Of course, all depends what you want to do with the scene. But for the purpose you mentioned, you can probably get away with quite a bit a playable level couldn't.

Anonymous essay from a spouse of an EA employee
in Off-Topic
Posted
Shoulda gone with Activision.
heh