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Everything posted by OrbWeaver
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I don't think I've ever used the vertex editing feature while mapping, although I have used edge editing to make wedges or angled walls. Generally most shapes that would require vertex editing can be made by clipping or combining solid brushes; it is just a slightly different mindset to working with 3D modellers.
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Why not just create an 8-sided cone (Brush -> Cone...) and chop the top off with the clipper tool?
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Good point. He would probably just announce that he was writing a script to announce all his mod projects on forums, as soon as he could find a programmer to actually write it for him.
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Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
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Minimum Installation For Darkradiant
OrbWeaver replied to sparhawk's topic in DarkRadiant Feedback and Development
The only surefire way around this would be to make the Mod entirely self-sufficient, with its own light entities and falloff textures, caulk and clip textures and inherited base entities. This might be worth doing anyway at some point so that people could use the mod independetly of Doom 3's content once the code is open-sourced. -
I filled up this morning and the prices was £0.88/litre, which works out at $6.26 for a US gallon. Most of that is tax, which I support as long as it is used for environmental purposes. In addition to the fuel tax, we also have an emissions tax which is based on the amount of CO2 emitted per mile. This means that a standard annual tax of around £110 ($206) can become £210 ($395) if you insist on driving a gas guzzler (with hints that this could increase significantly in the future).
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All gas is cheap in the US, they complain about having to pay 2 dollars a GALLON (equivalent to about 28p a litre here if I've done the maths right). However their cars are notoriously inefficient -- the advantage of diesel is that it gives you about 40% more miles to the gallon than petrol.
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Minimum Installation For Darkradiant
OrbWeaver replied to sparhawk's topic in DarkRadiant Feedback and Development
You will have the mod-specific textures, but you will be missing a lot of important stuff - common textures, base entities, light entities etc. You would have to copy over a subset of the Doom 3 assets in order to make this work. -
Minimum Installation For Darkradiant
OrbWeaver replied to sparhawk's topic in DarkRadiant Feedback and Development
You can install it, but you won't have any textures, models or entities to play with making it rather pointless. I have had it installed at work when I was fixing up the build scripts, but the although the editor runs it doesn't do anything useful. -
"Inner space" is actually quite a good metaphor, as it applies equally to 3D graphics programming. The "space" in a 3D application does not actually exist anywhere, all the computer is doing is appying matrix transformations to convert one set of 3-value tuples into another. It is our interpretation of the resulting image that causes the coordinates to represent positions in "space".
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I think there is confusion over the meaning of "explain". I am not asserting that knowledge of neural patterns alone will explain consciousness in the sense of allowing a neuroscientist to understand the experience from a first-person point of view (the "colour scientist" example), only that the conscious experience is based purely on physical and chemical processes, rather than any magical or dualistic phenomena. I have heard this argument before and it seems totally bizarre to me. What exactly does it mean to say that you "can imagine" zombies? Can you imagine liquid water that isn't wet? Some might say that they can, but this proves nothing and does not change the fact that such a thing is meaningless and logically impossible. For what it's worth, I sit somewhere between functionalism and epiphenomenalism, in that consciousness is merely the result of competing patterns or symbols in the brain, without there necessarily being a direct link between particular neurons and particular experiences (although I don't know enough about brain structure to say if this is possible or not). This is perfectly consistent with my own first-person experience, which is that of competing thoughts interfering, evolving and merging with one another, occasionally to "bubble to the surface" and influence an action.
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That "upgrade" looks similar to my Fiesta, except older and red.
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Being just a poor wage slave, I have a Ford Fiesta. I'd quite like a Jaguar X type but even if I could justify the purchase expense, I wouldn't be happy with the much lower fuel efficiency I would get out of it.
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Point of information - schizophrenia is not "split personality" syndrome. That is correctly known as "Dissociative Identity Disorder" and its actual existence is questionable. Maximius - just because consciousness "feels" like it cannot be explained by purely material processes, does not mean that this is the case. All current evidence points to the concious mind being purely a result of the activity of the brain, rather than some magical phenomenon that cannot be explained by science.
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In case you're wondering what "storyboarding" involves, there is an interesting guide here: http://www.exposure.co.uk/eejit/storybd/
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I think it was on Slashdot I read a post debunking this, and saying that in fact Oblivion does not have unique forests but uses a single pre-calculated forest that used SpeedTree (or similar) to create, but remains the same for each player. I have no idea which is correct, however. With regard to procedural content itself, I do not believe it will be the saviour of gaming that many people anticipate. The same artistic skill will be required to make YOUR particular procedural map look interesting and unique, otherwise it will just look like "yet another SpeedTree forest" with no individuality or creativity to speak of.
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I think disallowing zoom and autoexposure are the two most important things on that list. Nothing screams "home movie" more than having the scene suddenly change brightness because you accidentally allowed a bright window to enter the edge of the shot. Composing the scene properly is also important. I hate watching documentaries when the camera is zoomed into the interviewee's face so much that you can see the saliva glistening on their front teeth.
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Why do you doubt it? As far as I can see all dualistic theories of conscious thus far have been woo-woo bunk with no foundation in reality, which are totally unable to address either (1) how undetectable non-materialistic processes could influence a purely physical brain, or (2) why a physical existence is even necessary if consciousness can exist in a non-physical "universe". Which is absurd in itself, because the existence of God does not logically imply a life after death. From the perspective of an ant, humans are "supreme beings", but this does not mean that ants have an afterlife.
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It would be really ironic if all of the creationists died of bird flu.
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I cannot understand why people even want consoles these days. What can a console give you that a PC game can't, apart from a headache from the crappy TV picture and RSI from the nasty little controller?
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That site is genius. I want one of these: http://www.cafepress.com/thewhitehouse.10271163
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Are you serious? Thief is a single player game, with no multiplayer support, and TDM is intended to provide a similar experience to Thief. There is no clear concept of what a multiplayer Thief-like game would even involve. If you're looking for a multiplayer game you've come to the wrong place.
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I think a planet should be something that is 1) spherical in shape 2) orbiting a star, and 3) interesting enough to the general population that it has featured in at least one science-fiction film or TV show After all, there is no point in having a planet nobody has heard of, it might as well just be an anonymous bit of rock.
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I would always vote for not relying on D3 artwork or assets, since this would require a clean-up task to be performed once the D3 code is open-sourced in order to allow TDM to be used without owning D3.