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Messages - Wedge

Pages: [1] 2 3 ... 42
1
General Discussion /
« on: October 22, 2004, 01:22:55 am »
Hunts 1 and 4:


2
Fan Art /
« on: October 20, 2004, 10:02:49 pm »
The tail area could be made into a box or cylinder if you were to do the bevels as a texture... but anyways, MAX counts polys arbitrarily as an editable polygon object, but an editable mesh is always counted as triangles.

3
General Discussion /
« on: October 18, 2004, 05:57:07 am »
Quote
Q: Will CB be the Alpha test or will the Devs skip alpha and call it Beta? I\'ve heard people saying both...
It\'s v0.3x/Crystal Blue ...  alpha is supposed to be a generally feature complete product that is largely untested, whereas beta is a generally complete product that has not been thoroughly tested.  Though CB is  a huge leap, I don\'t think it necessarily qualifies for either... that\'s why we have the nifty release names =].

Also....
Quote

Q: How will the entire PS world be setup? Will every poly and texture be loaded into memory, or will the world be broken into segments and walking into a certain area will transport you to the proper area. (like walking from hyrule field into kokiri forest in Zelda64) I think loading everything at once will cause problems. think if you topped a hill and had a mile of landscape and forests and cities come into view. fps would drop to 0 quickly.
Farplace clipping/distance culling/not-rendering-stuff-that-is-far-away is implemented now as well.  There is both a static distance setting and a somewhat working adaptive mode that changes the draw distance as needed.  Just need to add some dynamic fog at the cull point so it don\'t look so funny =P.

4
General Discussion /
« on: October 17, 2004, 01:03:59 am »
wedge_antilles@comcast.net

Thaaaaankyou Talad ^.^

Pentium IV 2.5 ghz 333hz FSB
512 Megs 333 DDR RAM
GeForce4 MX420 64 Megs RAM
WinXP Home
Cable Internet Connection

(Also may be getting another undetermined system with a Radeon 9800 Pro AIW and could run Linux on that one)

And errr I\'m Tycho... incase there\'s still anyone who\'s confused.

5
General Discussion /
« on: October 16, 2004, 10:41:48 pm »
moved to other thread

6
General Discussion /
« on: October 14, 2004, 03:12:20 am »
Yes there is a capability to \"group\" characters and share experience... also there is a \"training\" system between two players, I see oft mentioned but don\'t know much about it.

7
General Discussion /
« on: October 03, 2004, 12:44:21 am »
BitTorrent would probably be a _necessity_ I daresay during the intital public release... most defintely should have one.

8
Wish list /
« on: September 29, 2004, 11:36:29 pm »
The game attempts to progressively load between areas by having smaller passing areas between regions, probably I somewhat like Metroid Prime.  It\'s still possible you may have to load new areas, but there\'s an attempt to make it as seamless as possible.

And zone instancing is something entirely unrelated, so don\'t call it that.  It\'s also something in and of itself that should only be used in certain situations, but that\'s another issue entirely.

9
The Hydlaa Plaza /
« on: September 25, 2004, 12:24:22 am »
Just so you know, I asked about it once I don\'t believe PS actually has support for this programmed in...

10
General Discussion /
« on: September 22, 2004, 01:25:06 am »
I\'m assuming this thread is irrelevant to anybody actually being picked, but Cad and Aineko get in for contributions and awesomeness and Nilaya for being the best person evar and so she can tell me whatever she isn\'t NDA\'ed too =D.

11
Fan Art /
« on: August 29, 2004, 08:46:54 am »
There already is a Cal3d exporter for MAX...

http://sourceforge.net/project/showfiles.php?group_id=26281

12
General Discussion /
« on: July 12, 2004, 10:34:54 am »
One of the old renderings is of that place.  The render image name is Ojaveda.  I guess that is the name of the place?  If it\'s on the splash screen I assume we finally get to go there then =).

13
Wish list /
« on: July 09, 2004, 10:33:26 pm »
Technically they tried to even show the crystal in the current version, the skymap is just so ugly and stretched you can hardly tell.  The cyrstal draws it\'s light from the surface world, hence why it not only follows day/night patterns, but seasonal changes.  In any case, this works great for a believable day/night system, as the shadows being cast by objects can be expected to remain the same over time.

I do not think stars should be out of the question however, perhaps when the light of the main crystal becomes dimmer at night, you are able to see other smaller crystals shining that also take in light from the world above.

14
General Discussion /
« on: July 02, 2004, 10:12:19 pm »
I haven\'t found how you do a binary spr character, but that\'s all irrelevant info anyway.  They\'ve moved onto to Cal3d for Crystal Blue, so just learn to export into that instead (it also has MAX exporters).  It has an app to let you preview your mesh and animation minus textures too, so you don\'t have to worry about loading it into PS to test the basics.  I\'ve exported a character into the CVS build of PS from this format, and it\'s much easier and more powerful than the old .spr format.

http://cal3d.sourceforge.net/

15
Wish list /
« on: June 28, 2004, 04:57:37 am »
Yeah... I love useless items.  I propose hats.  Or otherwise silly player mountable objects.  Like this giant smiley head.



If getting to walk around like that isn\'t desirable, I don\'t know what is.

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