#6917 posted by - on 2005/01/27 15:55:17
lcd screen
more like lsd in necros' brain
Don't You Just Love
#6918 posted by VoreLord on 2005/01/27 20:50:53
Being out of the loop for a month or so (actually I'd rather not, but.......) All the maps and stuff you got to catch up on, time consuming but fun.
*Cough* Bal3dm5 *Cough*
#6919 posted by VoreLord on 2005/01/27 20:54:26
Hint, Hint
Pretty Please ?
Jago
#6920 posted by VoreLord on 2005/01/27 21:24:44
Sorry, I looked through all the remaining Unreal stuff that I had, but didn't find what you were after. I looked for things named , dnudm1-5 or dmudn1-5 and Devil's Playground, Nekkid Violence, Mindless Destruction and Castle Madness as you suggested. But no luck.
Sorry I couldn't be of help
Map Sources
#6921 posted by Vondur on 2005/01/28 00:57:40
I've released the map sources of Nastrond and Adamantine Cruelty today. Was not sure if that's news worthy, so it's here...
Have fun.
http://vondur.net
Vorelord
#6922 posted by bal on 2005/01/28 02:53:11
Next week probably.
Vondur, r4wk!
A New Weapon Against Clipping Bugs...
#6923 posted by Tyrann on 2005/01/28 03:37:13
I wonder why I keep getting jagged on this corner?
http://www.planetquake.com/tyrann/images/drawhull-0.jpg
Aha! _gl_drawhull 1 reveals all!
http://www.planetquake.com/tyrann/images/drawhull-1.jpg
This is something I've been working on for a while now. I needed a way to see exactly what the compiler was doing to mangle my brushes. Hopefully having this will enable me to fix a few more qbsp bugs and get on with some mapping. This should be in the next version of TyrQuake when I've worked out some of the rough edges (err, no pun intended).
Tyrann:
#6924 posted by metlslime on 2005/01/28 04:07:47
cool! I was thinking something like that would be useful, but never got around to coding it.
For The Comics Fans...
#6925 posted by Shallow on 2005/01/28 04:50:37
Stewart Lee interviews Alan Moore on Radio 4:
http://www.bbc.co.uk/radio4/comedy/chainreaction.shtml
(Requires evile RealPlayer thing)
Yoink
#6926 posted by BlackDog on 2005/01/28 08:57:13
Thanks Von.
Tyrann, That Looks Useful!
#6927 posted by necros on 2005/01/28 09:25:54
aguire has sort of the same thing, except you need to compile it with the hull visible. this looks much faster in being able to toggle it on and off during the game.
Next Week Probably
#6928 posted by VoreLord on 2005/01/28 14:09:53
hmmmm, I want be holding my breath, as I fear next week will be a long time coming :(
But there is always hope, even if a fading hope
Alan Moore
#6929 posted by Maj on 2005/01/28 14:45:36
..and there's a transcript here, for those who would rather rape baby foxes than install RealPlayer.
http://www.comicbookresources.com/news/newsitem.cgi?id=4737
QuakeTerminus Competition
#6930 posted by Megazoid on 2005/01/29 10:18:16
Having a Quake 1 competition over on my site : http://quaketerminus.com
Some prizes (Original Quake 1 CD's and Q1 mod CD's)
Have a go :)
Doom3 Vs Source Engine Comparison
#6931 posted by VoreLord on 2005/01/29 16:02:32
Pretty light reading, may be of interest to some, nothing really earth shattering, but if you got a couple of minutes spare ........
http://www.devmaster.net/articles/source-vs-doom3/
Joking aside, it's pretty obvious that for making a game the Source Engine is the obvious pick. If I wanted to make a graphics demo or even a CG movie I would probably pick the Doom 3 Engine.
Interesting Article
#6932 posted by Kinn on 2005/01/29 16:51:09
Hehe, "Engine Comparison" :P
He spends most of the article tugging himself off over HL's art content, which I don't think is particularly engine-exclusive.
Yeah
#6933 posted by Lunaran on 2005/01/29 17:25:50
He's talking about the content a lot more than the engine's capability of supporting said content. Doom3 could easily have 2000 poly character heads like HL2 if they wanted to be stupid about it, and so on down the line.
The animation isn't necessarily engine-related either. "They talked to a doctor who studies face muscles so their animation is better" is a pretty dumbass thing to say. Doom3's skeletal face setups aren't limited in any way - if I wanted I could bind a joint to each individual vertex and do blend shapes with the exact same results as Valve with probably still a lower memory footprint.
That's sort of what I'm actually doing right now, really. :)
The Art Of Selling Your Tutorial
#6934 posted by VoreLord on 2005/01/29 18:01:25
Make hills and other terrain easy as pie, the terrain I make in this tutorial looks like shit though.
Way to pimp your shitz :)
well, I found it amusing for a brief moment
Lunaran
#6935 posted by necros on 2005/01/29 18:23:40
well, i'm pretty sure HL2 has like an automated way of doing the expressions though... like sort of like you go through a list and select the expressions you want and the blending between the two in done in the game. i've never done it, but i do remember some interview talking about that.
the way you mention it in d3 sounds like it would be all manual work and you'd have to animate the expressions yourself?
so i guess hl2 does have the advantage in that the expression animations are easily useable and already included with the game.
i do agree about your general point about the article in that it's not really intelligently written though.
What The Fuck?
#6936 posted by ProdigyXL on 2005/01/29 22:45:16
It sounds like the author hasn't even played each game enough to judge each properly. The sound bit he called a tie, he must not of played either game. Are you kidding me, Doom 3 pretty much owns the sound arena. This isn't a light read, its a retard read for those who refuse to be informed. Give me a fucking break. If someone is going to give a comparison between the engine, it should be on fact and capability, not what someone assumes.
This is a shit ass article.
Aye
#6937 posted by Kell on 2005/01/30 00:16:44
the guy seemd to be comparing notes - what I inferred from some bits was that he was simply refering to a list of technical specifications, not expressing an opinion formulated from personal experience of gameplay.
Check his credits at the bottom - I suspect his main motivation for writing this article was a little self-promotion.
Animation
#6938 posted by Lunaran on 2005/01/30 01:36:28
the way you mention it in d3 sounds like it would be all manual work and you'd have to animate the expressions yourself?
Doom3's animation is frame by frame joint positioning/rotation - that's all that's in the md5anim files.
Those are generated, however, from Maya scene files, so you can go about creating those skeletal animations however you want. Maya's got this nifty thing called the Maya Embedded Language that lets you script all kinds of operations - two weeks ago I created a MEL system that gives the user savable-pose control on a joint-rigged face, and I've been working on animating character faces for Byzantine since then.
D3 Vs Hl2
#6939 posted by cyBeAr on 2005/01/30 04:17:13
I haven't actually played hl2 and only half of d3... byt my impression is that hl2/source seems more suitable for most mod projects engine wise but on the other it seems to be much nastier to work with compared to doom 3. The tools and open file formats of d3 seems much more developer friendly to me than what valve is offering - something I think is at least as important as the engine capabilities.
Lun,
#6940 posted by necros on 2005/01/30 08:57:58
thanks for explaining the process. :)
that sounds fine then. i wasn't sure how the model animations were handled in d3 but since you can use whatever 3d modelling program you want to create them, it looks fairly limitless.
back on Hl2 vs d3, there are things that i don't really like about hl2... for example, there appears to be a wierd problem with shadows such that you need to put it brushes in certain areas to stop shadows from being cast on the underside of walls and such...
apparently, that's because the shadow code is a sort of hack? (as opposed to d3 which i haven't seen need any of these no shadow brushes)
Hey People
#6941 posted by nitin on 2005/01/30 09:30:06
have a few days before I return from Egypt to try out all the mapping goodness being released but I thought I'd browse func since I have a lot of spare time ATM.
Someone said something about reference pics (I think it was Lunaran), dont know if they were serious or not but I have been rather snap happy over here. I have a whole bucketload of photos (and 90% of them are of stuff rather than of people) so if anyone wants to have a look, send me an email.
The only thing to bear in mind are that I'm not an expert photographer and they wernt really intended as refernce photos, just photos of stuff that I thought looked cool. Also, they are all 1600*1200 jpg images ATM and as such are very big. Of course, it means theres lots of detail but it might pose some problems in getting them to anyone interested.
Anyway, cant wait to get back and try out some of the mappage released, maybe a few more releases might pop up befor ethen too. HINT HINT.
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