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My Biggest Issue With UE4 =/ 
 
 
Quake's arbitrary 'unit' size and the power of twos grid worked fine back in the day when everything was chunky and fudged, but it was based completely on programmer convenience rather than having a good scale for objects and that doesn't fly anymore. Especially since you don't even have to care about being on the grid in a modern engine.

Making everything into metric units makes a fuck of a lot more sense. 1 Unreal unit = 1 Centimeter. Everything can be sensibly scaled, and all sorts of physics can use real world numbers, and etc other things just work because you spend so much less time translating between real world units to Quake units that you don't get any real advantage from using in the first place! 
But 
But 32 :( 
 
scampie - I mean, it could be argued that it's on a grid of 2. Which is still snapped to a grid. That's all... 
 
True, 2 units is certainly A grid.. 
#25285 
And the name of that .map? Albert Einstein. Then everyone stood up and clapped. 
Anyway 
Compilers don't give a Jonathan Ross about what grid the brushes are on - I imagine the main factor at work here is whether or not brushes meet each other cleanly. 
 
Trollolololol ... Brushes needing to meet cleanly is one of the greatest lies ever told in the Quake editing world. :) 
They Don't Need To, No 
but back in the 90s, I would imagine it sped up bsp, as it had to do less work or something.

Or not! 
 
looks nicer in the editor though. 
Http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolutio 
Might be of interest 
Ahaha 
HahahahahahahahaHahahahahahahahaHahahahahahahahaHahahahahahahahaHahaha 
 
WarrenM 
when you say you are wrapping up your current home project soon, is that literally 'home' project or do you mean some more home made map goodness? 
 
Oh, I mean a scene in UE4 ... I'm trying to get something done so I can enter the Polycount Throne Room challenge.

My fail train of bad decisions and missteps can be viewed here :

http://www.polycount.com/forum/showthread.php?t=146958

Most recent shots live here:

http://www.polycount.com/forum/showpost.php?p=2266143&postcount=90 
Wow 
that looks really nice. 
 
I hung it out like bait over the various artist tanks I frequent and they gave me several pages of feedback and suggestions for improvements.

Going to have to bang on this a little more... 
Willem 
I want to go to there.

Would be great for an Oculus Rift/Vive/VR Commodore 64 emulator. 
Warren 
Great design, lovely, lovely. Now make the keyboard really dirty, like you know, pizzaboxes and empty coke and cigs all over.. 
 
High Quality Bait. 
Keep it up Warren. 
Yeah... 
You need it to have that greasy, sweaty tarnish that collected on the plastics of the era. On the keyboard in the centre of the keys and across the surface of the floppy.

The ring stains from the can are good, but maybe another on the surface of the desk where a too-hot coffee cup burned the Formica.

Extra points if you can knock a lump out of the corner of the desk to reveal the crumbling chipboard inside. 
And... 
The cans look too small in their proportions - the rim should be a bit deeper, the hole a little wider (wheres the ring pull!?) and they also seem to have something off with their scale in relation to the rest of the scene, but I can't put my finger on it. 
Yeah. 
Ijed needs the deeper rim and the wider hole for sure. 
Careful Shambler 
Don't cut your tongue on the hole. 
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