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Everything posted by ginsengavenger
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Not to be crass here but I think the point should be made: sex takes a Goddamn lot of practice. If you're a newbie on your wedding night, there is no way you're coaxing your new wife to climax unless she does it herself. Is that any way to consummate a loving relationship? (helpful hint: this is IMPORTANT to women)
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Worst drought in years hit the amazon rainforest area
ginsengavenger replied to Minos's topic in Off-Topic
That's fucked up. -
Postman for President
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that +vibrance +clarity +size +awesome quotient they've gotten a lot better since your old one but really, if you're going to get one get a good one not a cheap one. if you're worried about cost suffer through a good CRT; if you want something *nice* get a good LCD :]
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i'll gladly tell you once i can play it . my computer is fucked, trying to repair...
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i hear the wireless signals are interfering with other shit in the store, heh.
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IMO the only reason not to buy a (well-made) LCD display these days is price. And that is coming down. One of my samsungs is like 25ms and I have absolutely no qualms gaming on it, I see no ghosting or lag or whatever. I think it's just ridiculous to throw numbers around without experiencing a monitor firsthand. I haven't had an eye strain headache since I switched to TFT. I'll never buy another CRT.
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Did I miss something? I only know that DICE bought Trauma Studios and shut it down a couple of months back, that was ice cold and had nothing to do with EA. If you refer to something else, let me know. I'm well aware of the facts of the matter; my point is the volatility of the industry. This topic is getting scattered. Strat you quoted The Onion in a serious light.... it's a parody newspaper :[
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what they said, it's a nice map. to me the thing that is jarring about it is the way you've handled the broken buildings; it's like you just threw in some holes in random walls without considering how those holes would be made and the kinds of damage you'd see in the surrounding structure. think about how the buildings are built and how they would actually fall apart. what blew those holes in the wall, artillery? how come most of the walls and the lower floors are undamaged? was it a grenade? how come there's so little damage to the interiors? where did the rubble go? there are some displacements on the roof but it's kind of lame-duck rubble. anyway lookin good, let's see it wrapped up ^^
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needs more Bushido Blade ^^ always been partial to tekken though.
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Well, don't blame me for being a bit jaded after my last job, where a big publisher did lay off its internal development staff I just really, really want people to know what they're getting into here. There are sweet deals and great jobs to be had, no doubt - most of the time most of the people are doing pretty well, and the work is awesome. But everything is always at the whim of that faceless guy writing the checks, and he doesn't care about you, he cares about his bottom line. And you're right, studios can usually stay afloat even when times are rough - but when money dries up it's management who stays and the staff who go. It's not every day but these things do happen, it's endemic to the industry and has been for years. It seems like every few weeks I read about another studio closing or cutting way back. You're right, I may overstate the instability but I do think that if you are in the industry, odds are it is going to happen to you. The industry is built on young men who can move anywhere, anytime to take a job. In response to the topic I don't think the times ahead are any harder than what has come before, in fact I do think things are getting better as companies are developing intelligent strategies like keeping 2-3 projects in the works at any time so if something gets canceled people can be moved to another project instead of being laid off - it's just that working in games is not like working at Procter & Gamble or GM. Of course they don't get to make games for a living, but nobody in games has a pension plan either
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One eyed kitten. Photoshopped? [NOT SUITED FOR WORK]
ginsengavenger replied to ⌐■_■'s topic in Off-Topic
doesn't look 'chopped to me but the shitty compression can hide a lot. -
And where are the guys who made BF2 now? They're looking for jobs. The guys making Project Offset, who is paying them? Nobody. They don't have jobs, they have a project. The industry is very young and constantly in flux. When you hire to a company you are hiring for the term of the project, after which the company will be out of money and you can bet you will have to find a new job (at this point the publisher begins to rake in the dough and recoup their expenses, including paying you to make the game). The state of the industry is constantly and rapidly changing compared to traditional industries. Hopefully we will move toward a better state of stability for the people actually producing these games but it will take time. On the other hand, a lot of the artists at my current work have been in film, tv, commercial CG - they think games are stable. Let's just say I won't be having kids until I have a stable job, and at this point that means not working in games.
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oh hell i'm installing maya right now so i can point you in the right direction. basically it's about hard and soft edges, not smoothing groups of faces. come to think of it you might even be accessing it through the same dialog but you should be selecting edges instead of faces because it's sooo much easier *ed: fkn, main machine bombed.... anyway the process as i recall is that you select a mesh in object mode, and i don't remember the menus exactly but it's something like like Edit Polygons - Normals - Soften/Harden [] where you can set a hardness angle threshold for the entire object. then you can tweak it by selecting individual edges and going back to that same option box and hit all hard/all soft. best to put a shortcut to that option box on one of your shelves with a ctrl+shift-click ~
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are you serious? are you sure you're doing it right? lookin good anyway.
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he's tenured, he can quack any tune he likes, and i'm sure he's well compensated for it.
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today i bought a razer diamondback, what a sweet mouse ^^ of those three games i'd buy fear.
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func_detail is only available in Source mapping
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if you want to save a tga with an alpha channel you gotta pick 32-bit depth, i think it's in the dialog that comes up before it shows the Save As... dialog.
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well after re-reading your post, i'll say that you need to make absolutely certain that your brush faces were planar and that all vertices were on grid in the proper brushwork. if anything is the least bit skewey hammer will take the initiative and "fix" it for you upon save/load.
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i've had a large group of brushes come off-grid before using hammer 4 (more than once) in a situation that i wouldn't have expected to happen in earlier versions. they definitely broke some of the functionality in this the most recent release
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what version of the program?
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Wolf Parade
