Originally posted by Licaon
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Originally posted by L33F3R View Postders no respawn in real life
der might be. You can give it a try and report back
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I found an interesting little half finished game.
look close at the top right in this pic:
I spy a condom!! (which use I do advocate)
This comes right out the the readme
Minimum Specifications:
512MB RAM
2.4 GHz Intel processor or 2400+ or higher model AMD procressor
Windows XP/Vista
OpenGL 1.5 or higher
128MB video memory
Vertex and pixel shader 2.0 compatible hardware
Internet connection
100MB hard drive space
100% DirectX compatible keyboard or input device
No linux support and not open source. Levels are just modeled and made xml (which in this case is a stupid idea).
Runs 200fps in wine for me.
people who might be able to be contacted regarding this:
Team Red
Jason Lyons [email protected]
Stephen Cooney [email protected]
Aake Gregertsen [email protected]
Charles Jarrett [email protected]
Brian Higby [email protected]
Teal Wilkes [email protected]
Full Sail Staff
Garrett Brown [email protected]
Kris Ducote [email protected]
Lee Wood [email protected]
Justin Gallo [email protected]
Liam Hislop [email protected]
Tony Porter [email protected]
Additional
C.I.A. Games www.ciastudiogames.com <dead>
Big Red Frankenstein www.bigredfrankenstein.com <dead>
Zachariah Inks [email protected]
Jordan Hale [email protected]
Bryce Lumpkin [email protected]
Robert Walker - [email protected]
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Originally posted by Dragonlord View PostThis is again nothing wrong and is done often ( QW:ET, Stalker ). Is also the case in my engine ( terrain meshes in Blender, height terrain and placement in world editor ) for example.
If human life expectancy wasn't so low it wouldn't matter but the fact remains that we live to die and we die eventually.
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QW:ET is based on MegaTexture which is about texturing one huge triangle soup terrain with one texture. John itself said in his article on GamaSutra that the terrain is one large mesh in modeller that is then textured using this approach. So yes, QW:ET does use this technique.
So why doing it this way? It has one important advantage: versatility. If you don't code this editing support into your world editor people can use whatever 3D modelling application ( given the format is free, which in the case of Stalker had been a Maya plugin for example ) they work fastest with for creating the geometry. Don't underestimate blender and other apps on modeling buildings. Those are highly sophisticated applications so anybody skilled in their use ( and in a real game production you have skilled artists ) produces the required assets with easy and in time. So that's no argument against this technique.
Now from your comments I take it you are a brush-mapper?
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