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Posted

Hi everybody,

We search new mapper, who can work very well in a team and have a

lot of mapping experience.

If you haven't heard anything about us yet, then visit our page, there you'll find all important informations about our mod:

http://www.sci-fi-tales.com

Now some criterias for your applications as

Mapper:

- At least 1 1/2 years experience with hammer

- You should work well in the team and be often online

- You should be able to create very detailed maps with a good ambience, complex scripting and exiting gameplay

- You need some references of your previous work (pics, videos, maps), which you can show us

- You have to be able to work fast and with high quality

By the way we also search Coder and Character Modeler for our team,

here are the following criterias:

Coder:

- You should have experience with C++ coding and with the HL2-code

- You should be able to create a new HUD, bring new entities into the game and code new weapons

Character Modeler:

- You should be able to create the bones and add animations to the model

- You should have at least 6 months experience and be able to show previous work

- Ability of exporting the model into the game is important

We also start to search beta tester.

If you want to apply of one of these jobs, send your applications to this address:

reonid@web.de

we'll answer you immediatelly!

Posted

It's easier to create complexed characters from NURBS rather than from POLIES because it gives easy detail control.

um, subdivision surfaces?

Polygonal modelling gives you just as much control if done properly, and in my experience been less taxing on the computer.

QFT. Polygonal calculations are much less taxing because thats all done via the graphics cards. Spline math is much more taxing because its all done via the cpu rather than being dumped on the graphics card because its an entirely different kind of math.

Good luck with the mod, btw. sounds cool.

Posted

QFT. Polygonal calculations are much less taxing because thats all done via the graphics cards. Spline math is much more taxing because its all done via the cpu rather than being dumped on the graphics card because its an entirely different kind of math.

I know, I was hoping that he'd explain to us that, and why he requires nurbs.

Posted

I am a modeller for this mod, and I told reonid to look for a nurbs modeller... that last answer was my exact words.

"So you're going to import those characters into hl2 as nurbs? Polygonal modelling gives you just as much control if done properly, and in my experience been less taxing on the computer."

First of all: No. Sweep/Lathe was what I meant, but creation with nurbs. I also have no idea if you can import splines directly into hl2 lol.

Section_Ei8ht

Second of all: I am not the most experienced modeller out there so correct me if I'm wrong but I assume that as with any other simple shape NURBS can control the level of detail easily...

Third of all: I am a modeller, and I'm getting to grips with this, but I don't know what you mean by "Subdivision faces".

I also noted that NURBS and NURMS are differrent things from the google I just did.... I'm not too experienced with splines at all.

I just meant work with splines to create curved objects easily...

EDIT: I haven't even considered "Patch" as I haven't even learned anything about that yet sorry. As I said, I'm not an expert.

Posted

Just use poly's and you'll be fine ;)

You have a point with the level of detail you can control easily, but the only time i even considered using nurbs was when i was working on a psp game (a programmer told me that the ps series supported nurbs very well) but in the end we decided to go for poly's anyways.

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