Search found 62 matches

by VladR
Wed Jan 09, 2013 11:33 pm
Forum: D2X-XL Mapping & Modding
Topic: Pumo Mines Thread
Replies: 507
Views: 132604

Re: Pumo Mines Thread

Yeah, I understand the un-blockyness may not be that apparent, as actually the rooms on the maze are box shaped as part of the design, but they are a bit rounded in corners and with some extra details. :) A small sample of one of those rooms in the maze: http://i235.photobucket.com/albums/ee156/Dig...
by VladR
Tue Jan 01, 2013 8:44 pm
Forum: D2X-XL Retexturing & Remodeling Projects
Topic: The Ascent Project - Highpoly Descent Models
Replies: 45
Views: 22115

Re: The Ascent Project - Highpoly Descent Models

If only these were capable of being in-game with the current details... I know the engine doesn't have that support but it would be amazing. That diamond claw looks sweet! Good work! While I cannot import these meshes into D2X-XL, I could very easily create a self-running executable that would disp...
by VladR
Sat Sep 25, 2010 12:23 am
Forum: General Discussions
Topic: Converting levels with DLE-XP
Replies: 11
Views: 3590

Why should the resolution have to be set stupidly low ? Original Descent allowed you to change the resolution, though the performance suffered. I`m guessing the "D1" feel refers to a different thing...
by VladR
Tue Oct 27, 2009 7:50 am
Forum: D2X-XL Retexturing & Remodeling Projects
Topic: new textures - Project 2
Replies: 211
Views: 64629

For maximum realism, the best approach is probably to make the water partially transparent, showing the rocks behind the waterfalls. Actually, not. Since one of the contract work I`ve done in past was to create a 3D waterfall screensaver, I`ve played a lot with waterfalls and the road to realism li...
by VladR
Thu Sep 17, 2009 3:20 pm
Forum: Off Topic
Topic: Opera 10.0 (the browser)
Replies: 11
Views: 3310

Tried to use the opera few times in history, but since it doesn`t have Ald-D shortcut to get into address bar, and I wasn`t allowed to change that shortcut, it remained unusable for me. Grabbing mouse and clicking to get to tyoe the address (No, hitting F2 really isn`t a viable option) is a huge no-...
by VladR
Thu Sep 03, 2009 7:03 am
Forum: D2X-XL Help
Topic: Reproducible crash
Replies: 30
Views: 7278

The only way I can think of is to make sure, that certain parts of the forum (e.g. this one) - won`t allow the user to post his thread without displaying a list of TOP 3 things he should avoid in HUGE RED BLINKING font. Not sure if phpBB offers this directly. If not, it might not be worth the effort...
by VladR
Mon Aug 31, 2009 8:54 pm
Forum: General Discussions
Topic: can they make your game look anymore lame?
Replies: 20
Views: 4966

is there a way of seeing this video without bloating my PC with quicktime stuff ?
by VladR
Fri Aug 28, 2009 6:52 pm
Forum: General Discussions
Topic: d2xxl hight maps
Replies: 54
Views: 10998

ug why...... ok look height maps on the cryteck :wink: farcry 2 map maker Ehm, what ? I don`t think I understand what you mean ? Does someone from Ubisoft offer you a helping hand and add the support , including all licenses, purely for D2X-XL :wink: ? Considering over 200 people worked on that gam...
by VladR
Fri Aug 28, 2009 2:25 pm
Forum: D2X-XL Mapping & Modding
Topic: (solved)3d model lmits
Replies: 7
Views: 2628

Hmm, isn`t the mesh of the robot lit only once ? Or does it get rendered several times depending on whether it is affected by multiple lights ? Also, I would assume that the given mesh gets rendered in a single render call, right ? Meaning, there`s only few additional things you could do regarding o...
by VladR
Fri Aug 28, 2009 2:21 pm
Forum: General Discussions
Topic: d2xxl hight maps
Replies: 54
Views: 10998

But those can`t be used to add the support for terrain and that`s what this topic is about. Besides, if Diedel ever decides to undergo this effort of next descent, he`ll surely knows best what would suit him. Isaac - technically, it would be a mod to game, but it would still be descent - since D3 co...
by VladR
Fri Aug 28, 2009 10:40 am
Forum: General Discussions
Topic: d2xxl hight maps
Replies: 54
Views: 10998

Of course, I didn`t mean this to be a part of next descent (since, as you say, there are a lot of engines with complete toolset-namely UT3), but rather a possible addition to D2X-XL. I understand that rendering is only part of the whole effort, but I could provide you with necessary visibility/colli...
by VladR
Fri Aug 28, 2009 9:17 am
Forum: General Discussions
Topic: d2xxl hight maps
Replies: 54
Views: 10998

Actually, I don`t think "changing" the engine is needed at all. It`s not like the codebase is in state it used to be 10 yrs ago. Diedel has cleaned it numerous times and has added tons of additional features, including shaders - Which is all that is needed for rendering of large terrains (...
by VladR
Mon Aug 24, 2009 9:46 am
Forum: General Discussions
Topic: NVidia driver problem
Replies: 13
Views: 3848

How would you then explain that you`re able to distinguish between let`s say 85 fps and 160 fps ? I`m always giving this example when talking about FPS and smoothness, because it`s so easy to test and see - you just take Quake 3, use command seta_maxfps (or something similar, don`t remember the actu...
by VladR
Wed Aug 19, 2009 11:39 am
Forum: General Discussions
Topic: Optimizing D2X-XL
Replies: 12
Views: 3815

Well, it would be an end for me. I`ve always had an obsession to compress the load times as much as possible. Loading times of 5 fully animated characters in one of my games took originally about 150 seconds. I managed to compress that down to 15 seconds. That`s a ratio of 10:1 (data were even much ...
by VladR
Wed Aug 19, 2009 6:46 am
Forum: General Discussions
Topic: Optimizing D2X-XL
Replies: 12
Views: 3815

By comparing to the original Descent I was referring only to CPU cost of AI routines that worked on 66 MHz CPU alongside the actual SW rendering. Which means that it would be probably no meaningful performance gain, if you put AI into separate thread (if it isn`t already). AI usually hogs the machin...

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