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deleyt

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Posts posted by deleyt

  1. Will the review also cover findings on how it handles during online-play? As far as most reviews I've seen they only tried it as SP, not MP.

    Still in doubt...should buy..shouldn't buy...should buy...shouldn't buy...aaarrghh

    Yeah, I'm a dutchy...."kijkuh, kijkuh..nie kopuh".... :P:D

  2. In every game there is a rifle that's a bit better then al others and it will become everyones favorite in time.

    I do believe the OICW and SA80 are overbalanced (specially scope compared to other rifles). The big let-down for me is with the OICW having 12(!) grenades too launch and on top of that it fires at an incredible rate. They should had made the launcher more like the M16 with a long reload time and less grenades. The OICW might reflect reality but is a huge drawback on online-gameplay.

    It just isn't fun playing on a server with 3 respawns and everybody carrying OICW/GL....after 2 minutes you feel like a cocktail....all shaken up.

    I don't want to call it a noob-gun though, it depends on the situation.

    A sniper on trainwreck-map...that's definitly more noob-ish.

  3. Okay here's the deal with Frames Per Second

    7/10

    18/30

    So there is a FPS hit.

    Thanks Rocky.

    That is less then I expected. It would be more logical if it was a 50% decrease but it turns out to be a 30-40% decrease.

    I still believe it's a considerate frameloss.

    I also found this LINK to a guy that has reviewed them.

    He says they are the best thing to get at this moment if you're interested in 3D and the awe-factor is huge.

    Still, he also thinks the framerates drop significantly enough to conclude that the glasses are not suited for online gameplay.

    That holds me back at the moment for buying one as most of the time I will be playing online, not SP.

    BTW: does GR.NET-buyers get any discount on the product ordered through GR.NET-shop?

    Thanks again.

    D.

  4. Sounds awesome...I've been thinking about buying them too but my first question is that I'm a bit worried about the framerates.

    The screen needs to be drawn twice instead of once, so how much framerate are you losing?

    At the moment I run my GR on 1600x1200x32 and I love that resolution. I wouldn't want to change back to 1024x786 because of the glasses. Any info on that? (I got a GF4 Ti4200 and no refresh-forcer running)

    Second question is: are the glasses comfortable? even after some hours? I tried a couple of other brands in the past and they all had these sharp plastic edges that got really annoying behind your ears.

    If you got any info on that..thanks in advance.

    D.

  5. LOL..I didn't even notice him picking it....ah well...sitting in a ditch can make you catch all kinds of crawly-greeny-2000 legged-beasts (and they BITE!).

    You would scratch too. :D

    I got the tv-sreen animating with a sequence but didn't think of putting glass in front.

    Good one Chems, thanks. I did set it up for the mirror though.

    :)

  6. Here are the latest pictures. :D

    These are ingame-screenshots (no lighting is done yet so there is no darkmap and they seem a bit blunt and over-lighted).

    The textures are very detailed yet low in filesize. Some details are very subtle, like the drops of water on the mirror in the bathroom, the stains on the walltiles or the drainplugs in the sink. The pooltable has some nice details like the poolcue with a realistic tip and the characteristic pattern on the handle. The poolballs match their number and color and have small specular touches to make 'em more shiny.

    Also the pooltablecloth has strokes of chalk on spots that are used a lot like the breakspot.

    Hope you like 'em.

    Click the thumbs.

    Realistic river (it flows ofcourse):

    s_outdoor_river1.jpg s_outdoor_river2.jpg

    Castle veranda:

    s_outdoor_varanda1.jpg

    Gamesroom with pooltable:

    s_room_pool1.jpg s_room_pool2.jpg s_room_pool3.jpg

    Lockerroom:

    s_room_locker1.jpg

    Bathroom:

    s_room_bath1.jpg s_room_bath2.jpg s_room_bath3.jpg

    D.

  7. I kinda like the setup the original GR-maps have (scratch a couple of IT-maps though).

    I like the fact that you can sneak up behind enemies using cunningness and patience and that it relates back (in some way) to RealWorld-physics.

    I'm not a strong believer in modding GR into something it wasn't meant to be for, IE: SCI-FI-skins or maps or weapon-mods with superspecs.

  8. Looks pretty cool. Shouldn't be too hard to map a nice map out of that one.

    Good news is that you won't have too much trouble making the command map. You might want to make it more blurry then this tho.

  9. i know i still have more to learn, but i will try to understand it all. maybe I should by the 3dsm bible.

    Just look on the net for tutorials on 3DSM....there are lots of those.

    The helpfile inside 3DSM is usually a good resource aswell. I use it all the time.

  10. wow, it looks great with the textures. and nice skybox btw, what map is it from? or is it a custom skybox?

    Yes, it is a custom skybox (as all textures will be).

    We are not sure if it's going to be this one though..we have several to pick from. The final skybox depends a little on the overall ambiance of the map. The skybox needs to add to the atmosphere.

  11. To date I have had several donations of maps for the communtiy mod.

    You gave us permission to include your map and I can't wait to see how it turns out.

    Sorry bud, thanks for your enthousiasme but maybe you misunderstood something here. I didn't give you explicit permission to use it. I simply said "the map will be made public" in answer to your question if it will be. That means that eventually the map will be made open-source but at a time when we see fit and in a map-pack we seem fit.

    This map will most likely already be spoken for for a special occasion (no info will be given yet :P ).

    Besides...me and Zeko probably want to see what map-pack you're compiling.

  12. The first screenshots of a textured Wilderness Castle are ready and can be seen HERE

    Not all objects are textured and some still have some texture-errors which need to be corrected.

    The map has been tested in Ghost Recon and it runs like a charm.

    Zeko has been working on the terrain aswell and I must say that it's looking VERY promising (FYI: the terrain used in the screenshots is not the one he's making)

    Screenshots of the terrain will be posted by Zeko soon I think, so you might want to check in regularly for the latest developments.

  13. :unsure:

    can somebody explain where I find the polygon counter??? (newbie in 3dsm) :unsure::unsure:

    Utilities panel > Utilities rollout > More button > Utilities dialog > Polygon Counter

    The Polygon Counter dialog shows the number of faces in the current scene, as well as the number of faces in the current selection set. Use the spinners on this dialog to set a budget for both of these values. A bar graph changes from green to yellow to red as you approach and exceed the allocated budget.

    Procedure

    To use the Polygon Counter:

    On the Utilities panel > Utilities rollout, click the More button and choose the Polygon Counter.

    Set the spinner on All Objects to create the polygon budget for the entire scene.

    Select any individual object and set the polygon budget for the individual object.

    When you exceed your limit the graph line will display its end in red.

  14. In GR there is already a lot of RW-physics incorporated...but what I'm missing (and what is really easy to program) is the resistance some materials have (IE: running though water/mud/deep sand) and also the speed at which one is climbing a hill or when he descending it.

    In GR those speeds are exactly the same which is not accurate compared to RW in IMHO. This should be introduced in GR2.

  15. I can give some tips but they might seem a bit obvious.

    1) Plan your object right from the start. Picture your object in your mind and figure out how to achieve the end result. This will train you to think about the modelling-process and the available tools. I like to make a small handdrawing on paper (doesn't need to be detailed) of the top-view and the side or sometimes even a quick sketch in 3D, jst as a reference. Try to disassemble the object in main parts and relate it back to 3DSM which objects and modifiers will suit best for that part.

    2) When you start modeling an object, forget about texturing. The texture is not your object. It's merely a way to create the illusion of a material the part is made of. Don't even think about applying a texture before you are fully satisfied about the model itself. When you apply the texture after that, the object will be so much more realistic.

    3) Try different approaches to get to the same result. 3DSM is so versatile that there are more ways then one to construct a model. For instance a glass of wine can be made in 5 ways (maybe more) and all have their advantage and disadvantages.

    4) I usually try to keep my objects parametric as long as possible. I also like to keep the stack intact (not collapsed).

    The biggest advantages are that you are able to step back in object-history if you ever need to change the object from it's basic shape.

    Remember that making changes on subobject-level (vertices, line, polygons) is kind of like collapsing the stack although the stack is still intact. With this I mean that it can mess up your model when you go back into history and change basic parameters (for instance adding more sections on a box that has been altered on sub-object level. It will probably give some unexpected results).

    5) Always keep an eye on your polygons-count. There is a counter-progam in 3DSM that keeps track of that. Simply go to the Utilities-tab and select the "more" button. you will get a dialogbox where the polygon-counter is listed.

    3DSM has some very usefull tools that can pull down the poly-count without losing too much detail.

    My advice: use MultiRes or Optimize to minimize the poly-count.

    6) A tool I use very frequently is the ALIGN tool. It will enable you "stick" objects exactly on other objects/faces. It will save you a lot of hasttle trying to align two objects by hand and you can be certain that there is no gap between them (which is absolutly necessary when making maps for GR)

    7) Also a usefull tool I use a lot is GRID (in conjuction with ALIGN). It will enable you to draw objects on different planes (and axis) other then 3DSM's world-axis-system. You can activate it at any time so it's easier and faster to add or edit objects that use the same plane.

    8) Use the HIDE and FREEZE tools as much as you can. It will make your work in general much faster (less rendertime), more accurate and less interveining objects (especially when the workspace is crammed with it).

    9) Always check any modelchanges in full 3D. Rotate around the objects or sometimes even into it to see if there the adjustments made are correct and no other elements are adjusted in the proces. This may seem very obvious but it 's a damn shame to discover you have made this excellent model only to find the back completely distorted because you picked one little vertice that wasn't supposed to be picked.

    10) Use the AUTOSAVE-feature in 3DSM! You can find it in the CUSTOMIZE>PREFERENCES menu. Enable it by ticking the box and set the savetime to 5 minutes or so. You never know when a crash occurs so this will save at least most of your work. During modeling you won't notice that 3DSM is saving.

    In case a crash does happen, then simply go to your root-3DSM folder and locate the folder called AUTOBACK. Your backup will be found there.

    I hope this makes life a bit more easy for you guys that just started using 3DSM.

    :D

    D.

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