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0kelvin

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Posts posted by 0kelvin


  1. Supernatural season 15 finale. They wrote a finale that does not make sense. If God knows it all, how can God not know his own ending? They just made a season that pays homenage to previous seasons and characters by recreating some scenes or moves.

    God in supernatural is portrayed as a psychopath, power hungry, sadistic person that behaves as a child. Real life psychopaths can be cold hearted, sadistic and such. Impulsive like a child. But they over exaggerated the childish part. All angels and deities in supernatural are enemies, selfish and asses. God is the mother of all, the worst one. In the end God was just another deity to be defeated.


  2. I'm following a youtube channel called (translated from portuguese) "Don't lie to me". He has thousands of videos scrutinizing the body language and psychoanalysis of politicians, psychopaths, celebrities, etc.

    He's amazing! His videos are very long, sometimes as long as 2 hours. It's incredible how the same emotions and body language that apply to psychopaths are also present in relationships, adverts, newspapers, TV, pretty much everything.

    He wrote this book https://www.amazon.com.br/manipulate-persuade-millions-people-English-ebook/dp/B08CL236JZ

    The concepts that he presents are very much applicable in the gaming industry.


  3. So unreal 1 had its source opened to a group of ppl to keep it updated. Now the same thing happened to UT1999. I decided to update my maps to test the unrealed version. After 20 years unrealed for UT finally can run with 3D acceleration.

    - EFX zone effects. It was broken before but now with the new version of UT it works.

    - Some BSP errors fixed

    - Textures that were 24bits with no 8bits fallback now have 8bits fallback to make maps compatible with rendering settings set to disable texture compression.


  4. I can't answer it properly. I don't have a gaming rig and don't buy any games. Nevertherless, the cost of developing games have become more or less on par with developing operational systems. In the end, a game is a system in itself.

    A game costs 1 million to make and you sell it for 50$. Another game costs 10 million and you sell it for 50$. If the cost increased tenfold, what is making the price stay on a plateau?


  5. The cost per byte graph is really interesting. It's rather shocking that the size of games skyrocketed along with the production costs, but when you compare it to the price, players are paying less per byte and developers are spending less per byte.

    Game worlds have become large and to populate it you need hordes of artists working in a way that is similar to what happens in the anime industry. Too much work that could be solved by algorithms and on top of that you are underpaid. Not a surprise that big companies like Nvidia and Microsoft are investing huge sums in AI.

    Take raytracing for instance. I feel that it's much straight foward to have the GPU calculate reflections on its own than having to program complex shaders, pre bake images and put a burden on the processor with tricks to hide anomalous pixels.


  6. I'm watching a lot of videos about personality disorders, emotions, lies, deception and related stuff. Dr. Todd Grande, Richard Grannong, Tracey Marks.  Certain personalities cause a heavy burden on you, on relatives, on companies and on extreme cases can ruin millions of lives. Sometimes you think somebody is nice, but there is a dark secret. Sometimes you think somebody is a monster, but there may be a background story that explains it.


  7. That texture isn't wood. It's stretched because the UV is wrong.depositphotos_94503786-stock-photo-grung

    I just realized that smooth stone surface doesn't match "ancient". My map is more similar to the American Museum of Natural History than to the Pantheon.

    Untitled-2.jpg

    I think that tourches aren't going to be bright enough. Every photo of a corridor with tourches on walls look way too dark.


  8. preview17.jpg

    preview18.jpg

    preview19.jpg

    I'm trying to learn how to make materials. Smooth faces makes the lighting soft, but the angle is still not right. The texture maps, including the normal maps, are stretched because I'm having a hard time with UV maps.


  9. Square where the trims meet.

    trim-block.jpg


    preview8.jpg


    previe10.jpg

    Not sure. A statue fills up that dead end nicely.
    preview9.jpg


    preview11.jpg

    preview14.jpg

    Not sure about the ceiling. I can have 3 circular relief decorations or just one. The ceiling can be flat, or half flat, half curved.
    preview12.jpg


    preview13.jpg

     

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