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Messages - Teneksi

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3826
Hey, RMS Gigantic is the voice of the antagonist in The Taking of Isar, right?
Why don't you read the credits?

no more voice acting for the love of god
Why the forget not?

3827
Off Topic / Re: ~5.0 earthquake strikes Virginia
« on: August 23, 2011, 03:10:49 PM »
Come on, the world isn't ending. Weather is cyclical. Rare earthquakes can't be rare if they never happen at all.

3828
Off Topic / Re: ~5.0 earthquake strikes Virginia
« on: August 23, 2011, 03:06:58 PM »
I was building a wood floor when it happened.



I'll remember this moment forever
Gyazo is being a bitch at the moment, fixed link



Quote from: Newsbro
Today, rebels captured Gaddafi's compound, a U of I prof. murdered a student & then himself & then an earthquake? We're breaking in to breaking news with breaking news.

3829
Off Topic / Re: ~5.0 earthquake strikes Virginia
« on: August 23, 2011, 03:00:22 PM »
I was building a wood floor when it happened.



I'll remember this moment forever

3830
Off Topic / Re: ~5.0 earthquake strikes Virginia
« on: August 23, 2011, 02:55:28 PM »
Newsbro says it was felt from north carolina to toronto and is now reported as a 6.0.

3831
Off Topic / Re: ~5.0 earthquake strikes Virginia
« on: August 23, 2011, 02:46:27 PM »
My brother works for a local news station. Apparently the White House has been evacuated.

3832
Man, the voice acting was good in this. But i think Eksi didn't sound as good as the others.
I changed my voice a little to make it sound masked by the helmet. Or maybe that's just my excuse for using my built-in webcam microphone. I did add the slight robotic tone though.


Needs moar bump, also, if the pole ends in a tie in the end of the video, then try and do a combination of both
I'll lean toward one or the other, depending. Presently it will have action but some dialogue as well.

3833
General Discussion / Re: Impostor builds
« on: August 19, 2011, 10:21:54 AM »

It is probably possible because I will build a simplified version of every building in the city, and be able to remove parts as needed. Very likely, most of the time I won't need this in the background, but by doing this I can do some shots of the city as a whole, or overlooking the city; some scenes could be on the top of towers, allowing the rest to be in the background rather than keeping the camera aimed toward the sky.

this is a neat idea but i don't need it as my comp will shred any build.
Well, potentially the entire city at once, with all details, would threaten surpassing the brick limit. I would also like to be able to have actors who might not be able to operate properly otherwise.



And of course, I don't know any of this for sure. I've never done anything on this sort of scale, and this could quite possibly turn out as another mostly unfinished project. Likely not, as it has much variety and usefulness for me.

3834
Suggestions & Requests / Re: Blood splatter
« on: August 18, 2011, 11:34:40 PM »
Ever tried zooming into an emitter before? Yea, it slows frame rate like age slows your metabolism.
what's with this boring and depressing brown townogy?

3835
General Discussion / Re: Impostor builds
« on: August 18, 2011, 06:54:23 PM »
Blockland doesn't support LOD scaling or whatever so this isn't that effective unless it's an area-based RPG.
Only one detailed area would be loaded at any given time. It's for videos with scenes filmed in different parts of the same city. Not gameplay. This has nothing to do with LOD scaling. The detailed version and the impostor version are built manually, and cleared/loaded manually. This is not a suggestion or request. I don't think you read the OP.

3836
General Discussion / Re: Impostor builds
« on: August 18, 2011, 06:45:01 PM »
So, just basically use less bricks, right?

Basically, but also have a fully detailed version for when you're close to it, and make sure it looks similar from a distance.

3837
General Discussion / Re: Impostor builds
« on: August 18, 2011, 06:39:46 PM »
The building on the left is called a prop building, facade, or movie house.
If you have a city where you just want people to stay on the road, buildings in the distance could be low detail.
Well, it works more like a graphics impostor than a prop building. The point of it is that it's an actual build which is otherwise fully accessible, rather than simply being a prop or a background feature. Rather than just creating a very simple build, I'm taking an existing detailed one and turning it into a recognizable prop version.

3838
General Discussion / Impostor builds
« on: August 18, 2011, 06:07:21 PM »
This thread is in General Discussion as it is less about the example and more about the concept and its potential.

And now for something completely different: A building style that focuses almost exclusively on removing detail.

In games, impostors are simpler versions of the same object which replace it when you're farther away. The detail is reduced so you can still see the object in the distance, but it's a simplified impostor which makes rendering easier. That's how any computer not owned by NASA can run GTA IV.

I intend to make a city, currently named Lyndway, designed for making videos, which uses a large amount of separate save files to make it look good up close while remaining possible to film in. It will be broken into sections, only one of which at a time will be the "real" build. All buildings, or, at the very least, their silhouettes, will remain visible in the background from any full-detail area loaded.

I used the Apartment as an example to illustrate this.



In an area with many buildings with full interiors, the effectiveness of the brick reduction and the impressiveness of the finished product will be more profound.

3839
Here's how I do it.

>Import the blockhead into MS3D
>Make the animation and name it DoorOpen_CW (Or something)
>Export it and package it as a JVS door.
>Spawn it ingame and click it.

As the door opens, the animation plays.
I would much rather have it be in a playertype than to be put in a weird door. Then I could move it more flexibly and not have to click it without being seen.

3840
Suggestions & Requests / Re: Blood splatter
« on: August 18, 2011, 03:40:26 PM »
I'm sorry, how does the blood and gore mod lag whatsoever?
Lots of bits and emitters. For slower computers, it can get pretty bad in comparison.
Ever seen someone spam the gore explosion?

Besides.

Plastic guys + blood everywhere
:\

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