Damn people, my English isn't perfect. I don't know exactly what emotions are behind what I write. Yeah, sorry for "then you suck". I just wanted to say that you're doing it wrong then, Striker.
platoon: I'm showing texture work, not architecture. Maybe you're confusing this with Source's displacements?
The Mighty Atom: It's a mess of work with just about every tool in Hammer. I'm still experimenting, when I'll get it perfectly stable I'll show how it's done.
Dude, I'm the biggest perfectionist in the fucking world. It's just that HL is old and buggy and sometimes you have to sacrifice performance for quality. However, the only way to fix this would be to manually alter the lighting of the badly lit faces.
As I said it took them years to do that so of course we wouldn't understand it so easily. Anyway, I guess the trick has something to do with procedural generation. Have you ever seen those massive demos or games which fit into a few kilobyte file?
Anyway, I think triangles are really enough to make a great game without too much realism and physics. Yet way easier and more simple to make. However, I'm very optimistic about combination of both technologies.
Finished it today. It's the most underrated game ever. Yes, there are some problems with it. It's pretty short. The combat system is beautiful yet terrible and frustrating sometimes. Anyway, I rarely don't get bored while playing a game or watching a movie. But playing Mirror's was so interesting and unique every single moment. There wasn't even a thought of getting it finished unlike most of the games I played. I loved how realistic it was. Both in gameplay style and graphics. The level design was really beautiful and atmospheric. A masterpiece.
Mirror's Edge. Haven't finished it yet, but I'm sure of one thing - it's a revolutionary game and probably first of it's kind. It's style has limitless possibilities, sadly, few of them were realised. However, this game is more of a experimentation and introduction to such style. I expect a lot from Mirror's Edge 2.
Now I pretty much understand how it works. I'm really impressed. It's simple and genial. Turns out I was right: it's all about efficiency. Now my GTX 580 will be enough till I die.
The first screen looks good. Maybe a bit too clean. Try adding some props. Try making one of the lamps not working for variation. The ground texture is a bit too clean. Try a more dirty, more realistic, more concrete like ground texture with more variation.
The second and third screens look a lot more poor than the first one. Very blocky and boring architecture. The lighting isn't too good. The mix of old low res textures and new high quality ones looks terrible. Some of them are very dirty while others are very clean. The ground is also way too clean. The glass is way too bright, make it more transparent. The railings are way too blocky and thick. The design of this area is just way too random. Try making a more consistent theme.
I think it counts those which are used in your map, doesn't matter how many times it's used.
Limit of models/brush entities is 512. Point entities is 4096 I think.
Yes, you can combine entities. But it can cause lag, because if you have a lot of entities combined and if you see at least a corner of one of them, all of them will be rendered.
Not bad. Try making the walls a bit more dirty compared to the dirty concrete columns. Try changing the blue on the door to some other color like yellow.