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Spaghetti

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Everything posted by Spaghetti

  1. Steam is already patched to 1.01, there's no reason to even try using it with that.
  2. She no longer has a gaping hole in her neck! Good job.
  3. This has great potential. Question - Is this / will this eventually use a virtual filesystem in the same way as Mod Organizer?
  4. Outstanding work. The LODs are great to have too. Only issue I spotted was this mesh gap on the low res version. It gets bigger and bigger as you increase LOD. D:
  5. Kudos for the extra optimizaiton and LOD work. Makes quality models even better.
  6. The MBII A280 was created by Chairwalker (as is shown in our maps-models readme). The only contact info I have for him is from some of the uploads here, such as this.
  7. All hail the old and the new overlords!
  8. This is pretty cool. Would be great to have a General Veers skin too: http://i.imgur.com/2YSHEy7.png Pretty much just a recolor of default_officer plus rank insignia.
  9. Aww, was hoping to get the cape on all LOD levels rather than no LODs at all. Still better than before I guess.
  10. The ESB version is pretty cool, but there's a bit of an issue with the LODs: Levels two and three show no cape at all.
  11. I initially gave this 5/5 based on visuals, but had to reevaluate after taking a look at optimization. It hasn't been. On top of the model being way too high detail (causing the crashes noted above) it uses a dozen 2048x2048 textures. This hilt uses more resources than a very high detail character model.
  12. Well done! I still prefer Outcast SP for the story (and Kyle) but this really helps improve Academy's strong points.
  13. Here's something that's been bugging me so I thought bringing it up might be a good idea. Has any consideration been made to making the transition between the legacy renderer and rend2 easier? Updating shaders is my concern. For those who do not know, I am part of the Movie Battles II development team. Internally the topic of rend2 has come up many times. The inevitable conclusion though is that we have too much legacy material to convert manually. Between our maps, models, and UI, our shader count numbers over 600 discrete files (or 3 MBs of text). We will never have the resources to manually rewrite everything to the bare minimum point of looking the same as before. The only solutions I can think of would be to either have a hybrid render mode which could read and display the old shaders while still allowing the use of newer capabilities and optimization, or an external tool which could automatically parse old shader files and convert them into equivalent versions in the new shader format. I have no idea how technically feasible either would be though.
  14. Spaghetti

    Chopper

    Starting with blurry textures makes low res settings even worse.
  15. It's not the spec, there's something inherent to the model which makes the entity lighting go haywire. No matter your orientation to a light source, the back is always bright and the front always dim.
  16. Apart from the great visuals, this is a very well done model from a performance perspective. You can tell it was made with the engine's limitations in mind. I think even Onysfx could use this without an FPS drop. Impressive work Cerez!
  17. Outstanding work DT. And thanks for the LODs! They really do make a huge difference for usability. Make them yourself instead of whining. It's a 5 second recolor in photoshop.
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