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Posts posted by peter_spy
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I think the menu looks fine, if anything needs redesign, it's the menu structure, to minimize the steps to e.g. choose a mission or change settings.
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Generally I've noticed ase files tend to store redundant file data whereas a lwo file is usually more slim. My main thing is the plugins I've tried with Blender were pretty buggy for ase, combined with the fact I didn't want to manually have to edit paths afterwards. In my time working with models on the id4, lwo files are just present less headaches as they've been more straightforward.
They do, it's info on other materials used in the scene model is exported from. To counter this you have to save your scene, use Max's Reset function, and import-merge the model into a fresh scene you just created. After that you edit two paths in the notepad and you're done:
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "textures/do/base/ground01"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "//base/textures/do/base/ground01"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
It's not the fastest workflow, but it's alright – if you know what you're doing. When you're a 3dsmax user, you don't have other choice, actually.
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Not sure what do you mean, ASE models are between a few dozen and a few hundred kilobytes, at least those that I make. It's nothing compared to hi-res texture sizes.
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I just press Shift+P, hit Enter and I have a plane, not sure what you're talking about.
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Not really, just the 2.2.1 x64 version.
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I don't have the DR on my laptop, but I'm almost sure there's a "make plane" command in the upper menu bar, so you can have that right away.
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I won't pretend that I know what I'm talking about, but wouldn't it be easier just to use portal materials with planes instead of 3d brushes? (That's how it was meant to be used in older Unreal engines).
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You should be able to export 3ds models to .ase and edit the material paths within ase file.
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Maybe they're changing it to cards because a lot of channels use them this way, as links at the end of the video. That said, they'd better do something about the completely useless Home page instead.
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I don't see any 2D concept art here, and the models are very basic, kind of 90s rendering style.
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IMO it isn't. It's just a coat of paint over a very old engine, with even more simplified systems and choices. If you thought the story in F3 was mediocre, F4 is the new low. For me, the last really fun and creative Fallout was New Vegas + DLCs.
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Usually, movies and games use captions in the lower part of the image, because we read images from left to right and from up to down (in western civilizations, at least). If you leave captions at the top, the audience will focus on the text only. Besides, if you don't see the guards and they're not immediate danger, the information about who stands where is kind of redundant. Unless the two guards are shouting to each other across larger room, they would sound as standing in one spot anyway, as people generally stand close to each other while talking.
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I'd say out of respect for themselves, but that never happens with video games
I liked ME2 for the art direction and pace, but the story was basically "You must gather your party before venturing forth." Wow, Hero's Journey looks super inventive from down here.
If you don't mind spoiling first hour of play a bit, you might want to see this one below. Still feels kind of generic. They definitely went back to "light" SF with this one. Humans look like millennials or hipster baristas dressed in some totally different clothes. Basically the same thing happened in Horizon ZD. Also, there's something very wrong with the faces. Is it uncanny valley yet? Characters seem to have some kind of twitches or nervous reactions that look really odd. It's awesome that your dad is voiced by Clancy Brown, but he's got super greasy complexion and raises his eyebrows almost randomly while talking.
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New videos from ME: Andromeda. Frankly, I can't shake the feeling of how generic the whole thing is. Previous titles had a lot more character. I hope I'm wrong though.
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Would it be a good idea to build a "FM location->song" kind of information repository? When people listen to ambients and find particular ambient from a certain site/package and feel it would fit a manor, church, or graveyard, they would then post their findings for the mappers to discover.
The format could be like
QuoteManor ambients:
Site, collection name, link, song name
If mostly high quality songs would be added, that would give the mappers a nice shortcut, because they are guided towards the good stuff and they do not need to spend a lot of time to filter through the mediocrity. If the mapper is looking for an ambient fitting for they manor setting, they would have a nice set of recommended tracks at hand.
This doesn't make much sense, as music can convey more general impression: dread, relief, sadness, etc. This is not limited to a certain location type. It might be useful for local ambient sounds that are location-specific, like pub, church or forest.
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I meant walking up the stairs as well as down the stairs. I want NPC animations to fit the stairs and not come across as hideous or buggy.
You can test it yourself using either brush stairs or slopes, but generally sticking to 22,5° is mostly fine (e.g. stairs that are 128u high and 256u long). You could get away with 45°, at least with sloped surfaces, but the way AI bends their knees looks rather jarring at that angle.
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Hmm, looks like Level-Design.org has nice screenshot library with quite a few idTech4 games, from Doom 3 to Wolfenstein 2009, so you don't have to download or play those games if you're looking for an inspiration: http://level-design.org/referencedb/index.php?/category/29
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Gamma of 1.2 should be a good starting point, I use it all the time.
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These are not bricks – it's tiles. Normals are automatic njob work, so I'll redo at least some of them later. The wall will have its proper paint as well. This is all with bloom on to take it into account, so it's kind of a bit brighter. I'm not sure I'll leave it like that, but going under 96 or 64 with texture levels seems to be too subtle in many cases.
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A couple of new general-purpose textures for the project. Somehow everything I do turns into a Victorian asylum theme, I'm not sure this is a good thing
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I loved BF 2 & 2142 back in the day, I even was in a "clan", with Teamspeak and all. But these days are over
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This is a good place to start:
This channel, along with Curtis Judd Audio, is very good, I learned a lot from this guy. At one point it basically saved my recording, it was a concert in very unfavourable conditions, and with constant hum from nearby lamps.
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OK, CameraCubeMap is also a winner because it requires only two transformations, Up has to be rotated left, Down – right, and the rest is unchanged. As with TDS, brushes don't use the coordinate system well, so looking at them at different angles changes how cubemap sides are displayed, but that shouldn't be a problem with regular static meshes.
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One of those is in my area, I've been there twice on photo shoots (4th picture, counting from the top).
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
Yup, that makes more sense, thank you. I don't mind the lack of backfacing, that's how ZonePortals worked in UE2 as well, but if DMAP ingores it, there's no point in using it.