Very little was photo-slapped. In the late 90's and early aughts a photosourced texture often looked way worse than a handcrafted one. Realize that the resolutions available were really tiny by today's standards. The "high res" pack for unreal tournament characters were 256^2 and often sampled to a 256 color per image…
ok, so apparently to invite friends for a private match you dont go to open lobby in the gtlife thing. you go to community, find your friend on the list then lick on the lounge button or something. but i still cant figure out how to change cars on a the fly in the lobby. it seems like it only lets you race with cars you…
brightness and contrast ratios are just inflated numbers that don't mean much for the actual quality of the display. I'd look at Dell's U2312HM or U2212HM. Also 1920 x 1200 would suck at 27in for being a computer monitor.
Thank you very much, fab-camp! I sharpened the pictures and adjusted the contrast a little bit. It should be better now. 1920px x 1080px should be enough? Critiques and Comments are very welcome! :)
r_CustomResHeight=1080 r_CustomResWidth=1920 capture_file_format bmp capture_frames 1 capture_frames 0 Upscales it in the viewport and therefore preserves any post effects (I know there were issues with e_screenshot 1 for a while, not sure if there's a better way), and saves the frames out to a folder in your root CE…
of course a swede takes care of the motionbuilder tutorial.. are swedish companies the only ones using motionbuilder or what lol? :) I don't like the way the tutorial starts of having a pre-setup actor done and saying that's what you'd get from an outsourcing mocap studio as I've either gotten them already mapped to…
Reflections made one of my all time favorite games, Shadow of the Beast on the Amiga! I went there for a job interview in 1996 if I remember correctly, and most of my interview time went into chatting to the guy (whom I´ve sadly forgotten the name of) about old amiga titles, icelandic offroad Formula 1 and how to…
Quads are somewhat important (though using triangles is by no means a sin) when working with smoothed/highpoly meshed because subdividing a triangle won't make it in to triangles and thus will mess up your edgeflow. This can cause artifacts in places where there's a lot of deformation. The same goes for pentagons, hexagons…