User talk:Dr. Orange

From Valve Developer Community
Jump to: navigation, search

Thanks for the edits on the Suit and Health Charger pages, I really appreciate it. Muskrat4000000 (talk) 18:27, 2 March 2015 (UTC)


You really make some nice templates Orange, they should work nicely. Muskrat4000000 (talk) 23:10, 31 March 2015 (UTC)


Hi ! Yes, i've seen this problem after finishing the page :/ I'm viewing you probably know how to do some custom stuff in your profile, so do you know how to do adhesion gel ? (or do you know people who can do this ?) Kwinten06 (talk)

Thanks

I wasn't aware that others could see those changes made on my User page. I am new to wiki stuff, so I assumed it was more like saving a document. I will remember your advice for future reference. Thank you. Unsigned comment added by Malaclypse (talkcontribs). Please use four tildes (~~~~) to sign your username.


Thank you! https://developer.valvesoftware.com/w/index.php?title=Model_Viewer&curid=2957&diff=210897&oldid=210896
--Bacardi (talk) 11:55, 30 September 2017 (UTC)

More tutorials

Please add more tutorials for portal !!! Unsigned comment added by ‎ITom33.ro (talkcontribs). Please use four tildes (~~~~) to sign your username.

Displacement edit discussion

In visual design, subdivison is the act of adding units of data between verts, for example, instead of having 1, 2, 3, 4, subdivision would equate to 1.1, 1.2, 1.3, 1.4, etc

The Source engine was the first open-source engine to feature subdivisional blocks after Quake's Radiant. We no longer in game desing full stop, as apposed to just Source, use subdivided geometry to create valleys, hills, slopes etc. These meshes are the foundation of level design, the meaning to amazing visuals and the origin of 3d real time scultiping. To say that 25 years after development in the binary space founding BIM module 4 (You probably need to google that), subdivisonal geometry is used for certain things is stupid. Absolutely stupid.

Please do some research and enlighten yourself to subsurface division as defined in the Blendr handbook, https://blendermarket.com/products/the-hard-surface-handbook-for-blender/docs

Also please do look at the world international visual design standard BIM, and their wording as to what subdivision brushes are used for in this catalog book, https://vercator.com/ultimate-guide-to-bim/

Finally to encompess my findings with your edits to this wiki's subdivision geometry type page, I would like to show you some modern day engines that not only use multi shaped polygonal meshes of subdivisional geometry (Known as planes, shapes, solids, brushes, theses are all the same thing with different termonology). See Unreal:

https://pinnguaq.com/learn/building-a-house-in-unreal-4/building-a-house-in-unreal-4-part-2 (Scroll down to the description that someone writes to explain these NON-differences)

https://en.wikipedia.org/wiki/Polygon_mesh (Unreal, Unity, Havok all render brushes as subdivisonal patches of world known as planes (we call them oldschool word brushes)

My game which I am making on Source is drawn nearly entierly out of displacements. It is nearly 2021, computers no longer have difficulty rendering smooth surfaces and lighting. 25 years we used displacement brushes (subdivided planes if you use auto cad or went to college) to create entire games. For example Skyrim is 11 years old and uses 100% subdivided geometry meshes. Simply watch a developer video in which they explain the terrain/ world generation.

Call of Duty black ops is over 10 years old, yet when I decompile the maps into autodesk meshes, there are power4 verts along every 16th spline, in Source this is power2 across 4 verts (a single spline).

We do NOT limit usage of subdivisonal model design in level design today. Meshes are no problem for computers as of about 17 years ago. CAD said in 2007 "Sub surface displaced geometry prudently shows us the future of [games visual desing] Page 18 and 19. https://www.cadmasters.com/pdf/civil3d2007largesubdivisions.pdf