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Pande

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Posts posted by Pande

  1. Your major is forcing you to buy Pro Tools??

     

    That is the biggest waste of money I can think of in this business, it is such propietary garbage.. and do not buy 11 !

     

    I would stick with those studio time hours, as annoying as it may be, then go right back to Logic.

     

    I agree it sucks that Pro Tools is so 'expected' by everyone, when it's such a money-sucker and is so slow to implement features that other daws have had before it way longer.

  2. DAW is rarely a limitation in collaboration - I use entirely free plugins and samples, too. Reaper is a free-til-you-buy it program, that is constantly being revised by the developers and has a great customer -> developer interaction.

     

    It's real easy to use, I came to it from Logic and it was fairly seamless. It's routing is fantastic. If you are interested in collaborating on anything, I can definitely walk you through setting it up!

     

    By the way, I'm not saying I am going to be using Reaper free forever, by mentioning it it free-til-you-buy it. I haven't bought it yet but when I'm a bit more financially stable I will definitely be doing it. It's so fantastic. What DAW are you using?

    Circa likes this
  3. I have been itching to put my new set up to good use. I'd like to compose something in the SW style but need a theme to go off of. I would like to try composing background music for one of your maps?

     

    Preferably not Dantooine as it already has it's own themes and that would clutter my mind. I'm thinking of Ord Mantell or Anarmar (love the ambiance of that map). I might start in this next week, and if you like it you are welcome to it.

     

    wVpQ3WJ.png

     

    NumberWan, GPChannel and OlgO like this
  4. This is so much better than the base model, awesome. Hope it gets a great skin and shaders to boot.. would love a clean + dirty version, maybe even a camo?

     

    I think the detail in that centre cylinder connecting the head to the legs is a bit unnecessary, as well as the dome thingy under the.. 'shoulders'? 

     

    This also needs to be made efficient, it's double the tris:

     

    i0xQQDP.png

     

    As in like this:

     

    s86G5A4.png

  5. Func_rotating can take key/value origin/# # # just like every other, I just use ref tags to get the origin value and copy paste it. I cannot stand origin brushes, they piss me off. o.o Makes sense though, I wouldn't have to fix the origin value if I move it. I still do it anyway. bad habits?

  6. That's why he said to look at the thermal code, it is specifically damaging only armor at some point in the code. You can then ignore the part after where it checks for 0 armor and then proceeds to do damage to hp.

     

    By the way, ion weapons are canonically supposed to do at least a little bit of damage to organic nervous systems.

  7. I think it would be nice to just have .map exporting for some of the major 3d packages and only use Radiant as a compiler and for the scripting.

     

    I think we're getting a little off topic though but I would like to discuss more on level design options, if one of the major 3d packages could just build maps that would be amazing since the tools and interface is far superior.

     

    *Ahem* See @@Xycaleth? I'm not crazy! I'm really onto something here, I need a python coder to make my dreams real though.

  8. This is a good reason for getting anal about hinting. The more you subdivide the map into tiny chunks in your control, the less tri are being added to a single frame at once. huge jumps frm 20k tris to 50k tris such as exiting a building are easily responsible for these kind of frame rate jumps. One way around this is to make the player exit a building by first following a perpindicular path between two doors, instead of just one door out, like so:

     

    _____________door_______

    ____________|_______door_|

     

    where the top door is *not* area portaled, but the inside one is. This allows for the outside area to be sequentially added to the frame the closer the player gets to that outside door from the inside door, aided even more by manually hinting on the exterior.

     

    Obviously this won't always make sense, but it does work for government buildings, clubs, etc that might want to lock an inside door while keeping an interior hallway accessible and unlocked.

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