Steve YorkshireRifles Acaster's Blogs
Grasping at straws for another "L" word in the title. Licensed Fraps could have been it. Level geometry complete-ish, lit, lightmapped, populated with stuff. Also a Legionesque death-march as punishment for feeling unfit and to collect some reference pics.
Author Steve YorkshireRifles Acaster Date 10/25/2009 (6:02 am) Comment 10 comments
No blog for a month, but I've not been slacking honest. Okay ... a bit slacky ... but still got plenty done. Also pureLight.
Author Steve YorkshireRifles Acaster Date 09/16/2009 (1:32 am) Comment 12 comments
I've been working on a "corridor crawler" style level, lots of ... well, corridors. But a bit of variation in room size helps to spice things up with multiple routes through, crossover paths and a general sense of scale. It's got nothing to do with me not owning a lovely Jag.
Author Steve YorkshireRifles Acaster Date 07/27/2009 (7:24 pm) Comment 31 comments
Things are afoot, and it's not just novelty slippers either. We've had a bit of a reorganize. Also started thinky arty. Or at least artier, with lighting.
Author Steve YorkshireRifles Acaster Date 06/15/2009 (2:52 am) Comment 14 comments
Thmexthy Lewt - as a girl once described the spoils of a WoW raid to me. T3D Beta1 certainly does show good promise. I has shiny things, and now it has my AI shooting the pants off one another. As porting goes it was a fairly painless test.
Author Steve YorkshireRifles Acaster Date 05/06/2009 (3:34 am) Comment 12 comments
Further comparison test between polysouped DTS tris count and texture sizes. Facades are dropped in favour of a fully exploreable urban environment. Tris count is multiplied by 5. Performance goes up! Also, Badgers.
Author Steve YorkshireRifles Acaster Date 04/15/2009 (6:25 pm) Comment 30 comments
Actually, it's the lightmaps. Map crashes on export? Bets are it's the lightmaps. Funny dark cuts along the edges of the brushes visible from certain angles and certain distances? Not brush borders, but lightmap borders.
Author Steve YorkshireRifles Acaster Date 04/06/2009 (10:15 pm) Comment 31 comments
Been hard at it with sorting my human player, AI and weapon models out. No longer are they mere blobs of coloured mesh.
Author Steve YorkshireRifles Acaster Date 03/02/2009 (10:54 pm) Comment 8 comments
After 11 months of trial and error, I've created a working methodology for building large scale and fairly detailed urban and rural environments consisting of 1600m/1 mile of explorable DIF, 500+ models, long visibility, and good performance.
Author Steve YorkshireRifles Acaster Date 01/23/2009 (3:14 am) Comment 10 comments
Author Steve YorkshireRifles Acaster Date 01/08/2009 (10:13 pm) Comment 6 comments
Author Steve YorkshireRifles Acaster Date 12/09/2008 (2:06 am) Comment 2 comments
Author Steve YorkshireRifles Acaster Date 11/19/2008 (11:56 pm) Comment 6 comments
Author Steve YorkshireRifles Acaster Date 11/04/2008 (11:10 pm) Comment 4 comments
Author Steve YorkshireRifles Acaster Date 10/30/2008 (12:22 pm) Comment 10 comments
Author Steve YorkshireRifles Acaster Date 10/24/2008 (4:31 pm) Comment 7 comments
Author Steve YorkshireRifles Acaster Date 10/13/2008 (8:59 pm) Comment 12 comments
Author Steve YorkshireRifles Acaster Date 09/24/2008 (11:22 pm) Comment 3 comments
Author Steve YorkshireRifles Acaster Date 08/24/2008 (4:18 pm) Comment 5 comments
Author Steve YorkshireRifles Acaster Date 08/06/2008 (4:44 pm) Comment 9 comments
Author Steve YorkshireRifles Acaster Date 07/12/2008 (11:30 pm) Comment 2 comments


