rentafence has contributed to 325 posts out of 465278 total posts
(.07%) in 6,255 days (.05 posts per day).
20 Most recent posts:
I was around 12 when I joined this site, along with the original Gearbox forums, the original Halomods, and Halomaps.co.uk. Sad to see them all go.
Quote: --- Original message by: lolslayerQuote: --- Original message by: The Master who are you Exactly xD Probably a HMF elder that is from before 2010
Logged in just to post for you.
Quote: --- Original message by: Ki11erFTWQuote: --- Original message by: rentafenceQuote: These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures. This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process. (For the technically minded, here's further information on what exactly is involved with this kind of tech) Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM Wasn't this doable with Aether years ago? What advantage does implementing this via OS have over baking lightmaps in 3ds? Maybe I'm misunderstanding something fundamental here. Edited by rentafence on Jul 12, 2014 at 02:39 AM Aether wasn't using Directional Lightmapping, Aether was a tool used to create higher quality lightmaps. This is giving us access to use normal maps on BSPs as well as higher quality lightmaps. Half Life 2 uses directional lightmapping, take a look.
Yeah I totally understand that, but I figured if Aether allowed me total control over my lightmaps, then it seems like it would be trivial to bake the result of lighting on normal maps directly into the lightmaps. Edited by rentafence on Jul 12, 2014 at 03:15 AM
Quote: These add directional information to Halo's lightmaps. Part of that means "just better" lighting, with light bouncing and accumulating more and more accurately; but the big deal is that they allow lightmaps to bring out normal maps on BSP textures. This is a seemingly small addition with practically enormous consequences. You already know what normal mapping does with directional lighting on game objects -- allowing for the same detail on BSPs means we can bring the environents to a level of fidelity that was simply not feasible until now, at very little cost to your computer and almost no cost to our lighting process. (For the technically minded, here's further information on what exactly is involved with this kind of tech) Edited by Ifafudafi on Jul 12, 2014 at 01:34 AM
Wasn't this doable with Aether years ago? What advantage does implementing this via OS have over baking lightmaps in 3ds? Maybe I'm misunderstanding something fundamental here. Edited by rentafence on Jul 12, 2014 at 02:39 AM
Take a look at the psd files that came in \data\levels\test\tutorial\bitmaps.
You're gonna wanna use the alpha channel to indicate where dirt/grass is. Those psd files should explain it if you take a look.
Once you compile your texture (make sure it compiles with explicit alpha) you can just make a copy of the tutorial_ground shader environment and replace the reference in it from the tutorial_ground texture to your new texture. That way you'll have all the masking/detail maps already set up for you in the shader. Edited by rentafence on Jun 27, 2014 at 05:47 PM
I recorded a game we played last night on Wizard for anyone who hasn't had a chance to play yet. The new server is really smooth. No lag at all.
https://www.youtube.com/watch?feature=player_embedded&v=JqcKi5EdqI0 Edited by rentafence on May 22, 2014 at 07:00 PM
Quote: --- Original message by: MEGASEAN2812 failed to open TIFF: not a TIFF file <==
Did you not read his post or any of the output in his image?
The descriptions in the official hek tutorial are incredibly vague. Has anyone tried +weatherpoly yet? I don't understand what they're trying to say. Do you define a cluster using +weather poly and set weather for that cluster?
I'm sure 2015 looks the same, but Max 2014 looks like this
There's no reason you can't use all the features of 3DS Max 2014 as long as your model is a sealed editable mesh before export.
Hopy shink
I have a hard time believing someone can be a video game "addict". I don't seen anyone accusing people of being work addicts because they work 9-5 every week, so how can you justify large periods of time spent doing something you like being an addiction? Granted, noone likes work, but you get the idea.
The terrain looks completely off from the real version.
So go look in your tags folder. It compiled.
tool model vehicles\phantom2\models
Except that's not a crack, nor illegal.
alright first of all, this is not the first James Bond mod. Spartan8 created runway and various other goldeneye maps. Second, the AK and whatever pistol that is supposed to be look horrible. thirdly, the biped you ripped from Oblivion looks nothing like James Bond. GG passing it off as yours.
tool model (directory)
Quote: --- Original message by: Extinction_Rox be more specific on the details like what os are you running
Use your head. He asked if it was only for Vista, or if he can use it. Common sense would say he must have XP or earlier, with XP being most likely. Edited by rentafence on Aug 13, 2008 at 07:45 PM
Hey guys, just a hint: If his problem is that the lighting is BLUE, I would venture to guess it has something to do with his light shaders and NOT compiling lightmaps in the first place. >_>
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