Search found 11 matches

by ganjanoof
Sun Jul 31, 2005 11:36 pm
Forum: Public Releases
Topic: Loading screen for map...opinions pls..thx.
Replies: 10
Views: 809

mmmmh, BA close to uptime eventually ? :P

nice :D
by ganjanoof
Fri Jul 29, 2005 1:09 pm
Forum: Mapping
Topic: Broken Windows - i know a combination, you have more ?
Replies: 10
Views: 231

McCunha :

You can make your own broken textures from any (normal) window texture. Actually the difference between the broken and the normal one for a particular window only resides in the alpha channel.

Open a broken window texture in photoshop and look for the alpha channel. You'll see that only ...
by ganjanoof
Fri Jul 29, 2005 12:54 pm
Forum: General Discussion
Topic: Recycling textures
Replies: 6
Views: 530

Okay, justa sking seems me right.

I'm pretty sure he will accept :D

And for credits of course, even withtout asking I would mention the source.
I'm a gnu/gpl friend anyway.
by ganjanoof
Mon Jul 18, 2005 2:37 pm
Forum: General Discussion
Topic: Recycling textures
Replies: 6
Views: 530

Recycling textures

Hi,

I was wondering wheter there was a sort of etiquette between mappers like asking the permission before re-using custom textures.

Not a bsp2map stuff but just textures. I do it with every game I have installed so I suppose even the custom textures I find in some moh maps are second hand ...
by ganjanoof
Thu Jul 14, 2005 10:53 am
Forum: Mapping
Topic: Light emitting surfaces
Replies: 5
Views: 237

Thx.

To remove shadows, someone suggested me to use -notrace / nosurfshadows... what I did. Actually it works, but it seems that my sunlight does not work anymore (my map seems only lighted by ambientlight).

Is it correct or is there something I don't understand ?
by ganjanoof
Sun Jul 10, 2005 1:07 pm
Forum: Mapping
Topic: Light emitting surfaces
Replies: 5
Views: 237

I reproduced the desired effect by adding point lights as you suggested.

Thanks a lot.
by ganjanoof
Sat Jul 09, 2005 8:59 pm
Forum: Mapping
Topic: Light emitting surfaces
Replies: 5
Views: 237

ty :)

Well, thinking a bit about this... it seems like it does not diffuse light the side where shadows are cast...

My example of four walls was actually referring to the four cardinal points (E,S,W,N).

My (early) conclusion about this is that light emitting surfaces follow the behaviour imposed ...
by ganjanoof
Sat Jul 09, 2005 9:07 am
Forum: Mapping
Topic: Light emitting surfaces
Replies: 5
Views: 237

Light emitting surfaces

Hello everyone,

This is one of my first posts in this very forum :)

I could not find an answer to this question on my fellow french mapping forums.

Here it is : I designed a nice light emitting window texture that works perfectly... except it won't diffuse light in a single direction.

Let's say ...
by ganjanoof
Wed Dec 22, 2004 6:28 pm
Forum: General Discussion
Topic: Best cpu for compiling maps
Replies: 4
Views: 184

That's what I thought.

I just asked Santa a 3.6 P4 with 533 DDR2 memory, and a Ati X700 video card.

Burn the Amex. Ouch.

So actually, quite everything I have read on the relative weakness of the P4 is a point of view : they still rule Whetstone benchmarks.

Many thanks to you all,

Merry ...
by ganjanoof
Wed Dec 22, 2004 10:23 am
Forum: General Discussion
Topic: Best cpu for compiling maps
Replies: 4
Views: 184

Thanks a lot.

Also for the compiler's options.
I use mohbuilder with the -fast option when compiling for test purpose.
That 14 days compiling was a "release-candidate" one so it was full steam ahead :)

Math do you say... ok, hum, should I focus on integer or floating point handling ? :roll:
by ganjanoof
Wed Dec 22, 2004 12:17 am
Forum: General Discussion
Topic: Best cpu for compiling maps
Replies: 4
Views: 184

Best cpu for compiling maps

Hi,

Thank Santa, I will change my hardware soon.
I have a doubt about the cpu I should take.

As I am a gamer, the Athlon 64 seems to be the best issue.

However, I take into account the power needed for compiling maps (moh). My last compilation took 14 days on a good system : P4 478 Northwood 2.8 ...