Hehhe maybe I should try to talk nicely to Marc Schr�der and see what I can get out of him. :) I doubt I'll get anywhere though but he's the only guy on the team I've spoken with alot. LOL!
----- Original Message ----- From: Philip (Fiber) <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 24, 2002 7:40 AM Subject: RE: [hlcoders] Counter-Strike : Condition Zero > From CSNation - > > "The current models are 750 polygons each. The ones in Condition Zero > are 1,250 polygons each, meaning there's a 66% increase in the amount of > polygons per model. All the models will have full lip-synching with the > sounds and some facial animation to go with it. The skins on those > models don't disappoint, either. > > The new model system supports alpha blending. Along with RGB values in > colors, systems that allow for 32-bit rendering have 8-bits set aside > for an alpha channel, which controls attributes like transparency or > opacity. A good use would be glass or eye-holes on a mask. This will be > used in the "window" of the shield, which will actually hold glass. > Another place it will be used, for sure, is the molotov cocktail. You'll > be able to see inside the bottle and can see the liquid move around. > > Condition Zero includes a level of detail system so the the high detail > of models will be scaled down to the benefit of your framerate, while > those with fast computers can experience full detail. > > Since you can change the face, skin tone, and other attributes of a > model, there are over 160 different combinations." > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of Georges > Giroux > Sent: Sunday, March 24, 2002 6:09 PM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Counter-Strike : Condition Zero > > Hey guys, > > Short and sweet, I was just wondering, will the graphical > improvements of Condition Zero be eventually available to Half-Life > mod makers? > > Georges > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

