Re: tid-bits
Posted by matt on
Wed Feb 11th 2004 at 11:09am
Posted
2004-02-11 11:09am
matt
member
1100 posts
246 snarkmarks
Registered:
Jun 26th 2002
Occupation: Student!
Location: Edinburgh
Muhuha but my super sized crates are great at vis-blocking.
Re: tid-bits
Posted by Loco on
Wed Feb 11th 2004 at 4:04pm
Loco
member
615 posts
121 snarkmarks
Registered:
Aug 29th 2003
Occupation: Student
Location: UK
I remember that article! Soon after it was posted on SnarkPit I then posted 5 tips in a seperate tutorial, which were, erm, useless! :biggrin: Good tutorial. Can we have it back on SnarkPit?
Re: tid-bits
Posted by 2dmin on
Tue Feb 17th 2004 at 10:50am
Posted
2004-02-17 10:50am
2dmin
member
352 posts
75 snarkmarks
Registered:
May 17th 2003
Occupation: Progamer
Location: Canberra, Australia
sif use crates anyway unless you're leet enough ^_^
Re: tid-bits
Posted by Gollum on
Tue Feb 17th 2004 at 11:21pm
Posted
2004-02-17 11:21pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
Yeah, the fabled Magic Hint Brush of Atlantis. It's rumoured to be able to reduce r_speeds in any map to zero.
Re: tid-bits
Posted by Gorbachev on
Thu Feb 19th 2004 at 12:41am
Posted
2004-02-19 12:41am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
HINT hardly ever helps, except I've found it to actually work alright with the triangle terrain fairly well just by splitting it along the lines that it already does, and it allows the calculations to work faster and the final output is more accurate. But alas, somehow people have the misconception that HINT removes bad mapping...