#18215 posted by Zwiffle on 2010/03/10 23:49:49
Go back to making happy demons starbuck
<3
I Just Really Love Ranting
#18216 posted by starbuck on 2010/03/11 00:07:30
Wasn't even mad! AT THOSE GOD DAMN PIG FUCKERS
P.s.
#18217 posted by starbuck on 2010/03/11 00:08:47
be sure to read that in Hunter S. Thompson's voice. Thanks.
#18218 posted by necros on 2010/03/11 00:49:49
actually, i totally agree with starbuck. the whole video was more about why polygons suck than what the new tech will mean beyond 'unlimited detail'.
and if you want to impress people with your graphical engine, it probably helps to have people who know how to create graphical content.
it's such a cop-out to say 'this would look better if we had hired a real artist to do it.' well then, why didn't you?
#18219 posted by Zwiffle on 2010/03/11 02:11:52
It also would have looked better if it were trying to show off the art instead of the technical specs and what it was trying to do ... and also if it were complete and built off of tens of years of research with an entire industry and competition fueling said research ...
#18220 posted by starbuck on 2010/03/11 02:53:18
well if it was trying to show off the technical specs, then it didn't do a great job, come on.
I'm far from the most knowledgable up-to-date dude when it comes to this stuff, but in the course of my comp sci degree, I studied search engine indexing, wrote a voxel renderer, and performed many other arbitrary tasks. I would have loved to hear more details, but that video was truly uninformative, as well as slightly condescending and bitter to boot.
You said before it's a marketing video - my point was that I question their judgement if they don't realise that it's a visual medium and it might be a good idea to make it look not shit. For marketing purposes.
New technologies/breakthroughs are awesome of course, and I hope this is as cool as they promise! Like you said though, the current rendering systems are complete and built off of tens of years of research with an entire industry and competition fueling said research, and that means it's pretty damn hard even for superior technologies to get traction.
N64 Games?
#18221 posted by grahf on 2010/03/11 06:02:09
I thought that was crysis they were showing the polygons of?
So
#18222 posted by ijed on 2010/03/12 02:20:40
There was another earthquake today - 7.2 Richter and then aftershocks from that all day.
Was reported as a aftershock of the bigger one first, but its apparently not. Nothing fell down, but f-ing hell, give it a rest.
Hm
#18223 posted by ijed on 2010/03/12 02:21:59
By my standards it is just a tremor though.
Earthquake = shit falls down
Tremer = shit stays up
#18224 posted by metlslime on 2010/03/12 02:42:49
Earthquake = Charleton Heston
Tremor = Kevin Bacon
#18225 posted by necros on 2010/03/12 03:40:33
kevin bacon reminds me of john carmack
#18226 posted by Zwiffle on 2010/03/12 05:07:28
john carmack reminds me of quake
#18227 posted by gb on 2010/03/12 07:02:01
Is there a reliable way to convert hexen2: Portal of Praevus models to Quake .mdl?
A way that preferably works in wine or even Linux?
A way that doesn't require me emailing some hexen2 devs or installing Windows 95?
What's The PoP File Format?
#18228 posted by ijed on 2010/03/12 12:01:10
#18229 posted by gb on 2010/03/12 14:14:37
.mdl, but apparently still another version from vanilla Hexen2.
Put One In Testing And I'll Take A Look
#18230 posted by ijed on 2010/03/12 14:16:32
Can't promise anything though.
#18231 posted by gb on 2010/03/12 14:31:27
If you can run qme 3.1 (crashes for me), it might just work. Will put one up.
Hi Ijed, Hi Gb!
#18232 posted by Spirit on 2010/03/12 14:38:55
a/s/l?
#18233 posted by necros on 2010/03/13 20:08:30
during my model conversion binge a little while ago, i was trying to convert models from h2:pop. i believe i used quark5.
Agh...
#18234 posted by metlslime on 2010/03/14 22:49:09
so i've been working on this map, let's call it Schmoobicon 2, and i went over the marksurfaces limit in the process of adding the final section. So, i decided to break off the last 1/4 and build a second map around it. Now i'm nearing completion of this new map, but it's already at 30k marksurfaces and i still have two major sections to add. So now I guess i either make those two parts really simple (which may adversely affect pacing) or i somehow figure out how to break apart this map into a bunch of pieces and re-assemble them to make two smaller levels, for a total of 3 :P
Argh.
How Long
#18235 posted by rj on 2010/03/14 23:21:08
has that map been in progress for now?
If Your Counting In Ice Ages
#18236 posted by DaZ on 2010/03/14 23:58:37
3.
LAWL
#18237 posted by SleepwalkR on 2010/03/15 01:42:17
Re 18234
#18238 posted by necros on 2010/03/15 04:41:12
story of my life :P
just hope yours doesn't end like mine did: back up those maps. o.o
#18239 posted by Spirit on 2010/03/15 08:58:52
Has anyone ever tried applying scale2x to Quake textures? I wonder how it would look like.
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