Omg
#422 posted by megaman on 2005/11/15 13:19:16
#423 posted by
Kinn on 2005/11/15 15:10:57
www.kogler.net
omg it's like real world Cranky Steve :o
Megaman
#424 posted by
bambuz on 2005/11/16 05:50:40
too bad.
Now part of the world is forever ruined for you. Like the beauty of v838 monocerotis. :(
http://heritage.stsci.edu/2005/02/index.html
I've Yet To See
#426 posted by
nitin on 2005/11/18 00:53:28
a picture of angkor wat that looks bad or even average.
Angkor
#427 posted by
Kinn on 2005/11/18 02:34:57
Hehe, cool - I've got pics of Angkor plastered all over my office atm >:}
I'll Try To Go There "soon" And Take Lots Of Photos
#428 posted by
cyBeAr on 2005/11/18 05:10:04
I'll be fairly close in chiang mai in northern thailand for about three months from january...
Monsterrrrs
#429 posted by
. on 2005/11/22 22:29:51
If you have the patience to go through them all, I applaud you. Else just click random links:
http://www.clubdesmonstres.com
Some good shtuff.
Phait
#430 posted by
JPL on 2005/11/22 22:52:49
A french website about horror movies and its monsters ! Good link !
Inspiration And Reference
#431 posted by
bambuz on 2005/11/25 09:50:16
I visited the museum of modern art in Helsinki, Kiasma, today. Most of the stuff sucked badly and a lot of it was just.. ugly. But some rare ones were good.
There was also a room where artists had done 3d paintings but the tech was kinda primitive... i hope something comes of this in a few years (even though the tech has been there for many years).
Audience could look with polarized glasses and in one of the glasses there were these two balls which where the reference according to which the projected image moved.
In another exhibit, there was a simple metal wireframe village with a church in the center. It didn't look much special at first look, but actually it was put on a circulating platform and light was projected through it at a wall. Damn, it looked just like a computer game with the wireframe picture on the wall. :P
Stream Beasts - From Cancled Level....
#433 posted by
cyBeAr on 2005/11/27 06:51:18
maybe they at least planned to have water?
Bear
#434 posted by
Lunaran on 2005/11/27 14:47:30
NDAs become searing hot pins in my skull when I'm around you lot.
Planned, Yes
#435 posted by
BlackDog on 2005/11/27 19:01:04
There is a water material definition sitting in fluids.guide. It seems to be your fancy HL2-style fresnel/fog/two normalmaps/reflection and refraction water, too.
Why they dropped that, who knows.
Lun
#436 posted by
pjw on 2005/11/28 11:58:11
Couldn't have said it better myself. I actually wrote a damn post and then forced myself to delete it.
#437 posted by
gone on 2005/11/29 02:49:31
dont NDAs get removed after the game release?
anyway, me wants q4 expansion, with water or not - doesnt matter
*wink*
I'm Guessing...
#438 posted by Tron on 2005/12/04 09:14:51
With all the water shaders for d3, isn't there a problem that they don't seem to work properly on lower end hardware? Maybe they were removed for simple performance reasons..
Speedy
#439 posted by
Lunaran on 2005/12/04 13:16:16
no, we have a standing NDA on all matters that haven't been made public yet. you're only thinking of coverage of features themselves - yes we're obviously allowed to talk about what's in quake4 once it's out, because it's out. the stuff that's not in the game is kept internal.
Huh, I Thought I Found This Here...
#440 posted by
Spirit on 2005/12/08 06:52:25
http://ian-albert.com/misc/gamemaps.php
Maps (like roadmaps, no levels) from different games like Doom, Ultima, Zelda and others. Quite interesting.
Trees
#441 posted by
Blitz on 2005/12/21 02:59:21
Hah
#442 posted by
metlslime on 2005/12/21 14:33:34
we use that at work. One thing that seems to be lacking is the ability to create a root system. So if you're making a swampy level where the trees are all standing in water, you can't have all those cool exposed roots.
Interesting Metl
#443 posted by
Blitz on 2005/12/21 17:32:34
Maybe they're working on it! But yeah some gnarled, swampy rooted trees would be wicked.
I posted the link in Inspiration because I really do find the majority of those shots to be as inspiring at looking at similar, "real" wooded areas. We're finally getting to the point where we can have a fair trade between polys and performance vis a vis trees.
Heh
#444 posted by
Vondur on 2005/12/21 22:05:21
looks like the dream of cliffyb is getting true. i remember he was telling back in the unreal days that he dreams to create the forest that his mother would cry looking at it :)
Textures
#445 posted by
JPL on 2005/12/24 07:40:17
Maybe already posted, but here are some png textures that should look great ingame... but it has to be converted.. sorry...
BTW, the "company" seems to provide interesting texture tools..
http://www.nodalideas.com/textures/
Some Scifi Short Story
#446 posted by
bambuz on 2005/12/26 16:26:32