wikipediano
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Posts posted by wikipediano
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MMORPGs sucks, period.
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Bandwidth Limit Exceeded lol
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What are / were the limitations?
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http://wiki.beyondunreal.com/wiki/Node_Count (nodes are powers of two numbers?)
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According do unrealwiki, 2 leaf nodes per poly means the best ratio (perfectly balanced tree).
Taking that statement in account, does it mean that in any given map, 2:1 ratio gives the best performance scenario?
1:1 ratio, too much polies to render. 3:1 ratio, too much VIS calculations wasting too much CPU cycles.
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Sunlight is a bit bright for that cloudy sky.

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I meant, where are they in the poll...
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South Latin America.
Where is Oceania? Middle east? Central America?
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Those very dark screenshots should be gamma corrected.
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Do you know old games like duke3D and doom? That's what I meant, rendering lightning and shadows in the texture itself.
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These new game devs are getting into it for the money instead of the passion. Besides that, considering that making a game for the new gen will be extremely expensive, only the strong franchises (I hate this word) will have a good chance to be succesful. That means many cool companies will go bankrupt and only the stronger ones like EA, microsoft, nintendo, etc etc will survive and monopolize everything. There's always some new part to buy, goddamn it, I hate having to upgrade stuff in a short period of time.
That's why I don't go for upgrading every 1-3 years. Most of the heavists games all suck, you play once, enjoy all the eye candy and then poof, forget it. And that's why I map for old commercial games that went open source, like doom, duke3d and quake.
The game editing scene is seriously lacking of a place for developers to dump their map sources and textures for others to take advice from. I, for one, would surely join in.Like Unreal powered games, all maps are free to open, inccluding its map contents, to see how things were done. Thanks God nexuiz is full open source, all its maps comes with the map file for you to see how maps are before compiling it.
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How much ram does that huge terrain map needs? 8GB? How much time did he spend compiling that thing? Days? weeks???
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In quake 3, if I set all textures to no lightmap, will I still get shadows? I was thinking on having custom textures everywhere with pre rendered shadows, in other words, much more brushes needed. Jaggied shadows are really gay, and realtime soft shadows are really heavy.


WIP in WIP, post your level screenshots!
in Level Design
Posted