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max mip tex
next artwork
Julian Oliver
max mip tex
,
2001
Co-workers & Funding
Bus Gallery , Melbourne, Australia 2001
http://selectparks.net/archive/maxmip.htm
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julian oliver max
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julian oliver max
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julian oliver max
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140 × 110
julian oliver max
image/jpeg
140 × 110
Description
chad and I were playing around with running some of our half-life levels on a Hercules card [KyroII chipset] using the wrong drivers [Nvidia Geforce 2] . we suspected this might lead to something interesting, as they have very different ways of handling OpenGL. at first we thought the screen had hung, then it twitched into action, revealing slithers of the map we'd tried to load. we hit the strafe key and fragments of toothy texture peeled around our dyslexic camera. punching the air like heroes we dumped it onto DV while we fired a pistol into the splitting field and chatted to whatever distressed bots were in there. though the audio was good, we dressed it up further - I added a bedevilled midi theme piece to draw a closer relationship between the 'textile catalogue' nature of Max_Miptex and visions of the 'executive lounge' in the early 80's - when twisted willow, ebony vases and marlboro's were all ok.
we offer Max_Miptex as a kind of 'glitch machinima'.
Keywords
genres
game art
glitch art
Technology & Material
Software
The default maximum texture data usage has been surpassed. To fix this simplly replace textures with textures you've used somewhere else in your map or change the default maximum texture data to something else via the -texdata parameter. The default is 4096kb so try something like "-texdata 8192". Note: this parameter must be added to every stage you run. "
Exhibitions & Events
transmediale.10: futurity now!
2010
Ars Electronica 2006: Simplicity, Brucknerhaus
2006
Laboral 2005
2005
transmediale.05: basics
2005
Sonar Festival 2000
2000
Sonar 96
1996
Bibliography
Oliver, Julian
.
»Perceptual Play: Optical Illusion Art as Radical Interface.«
.
Oliver, Julian
.
»The Game is Not the Medium ... or "How To Ignore the Shiny Box"?.«
.
Oliver, Julian
.
»Buffering Bergson: Matter and Memory in 3D Games.«
.
Oliver, Julian
.
»The Similar Eye: Proxy Life and Public Space.«
In
Computer Gambes and Digital Cultures Conference Proceedings
, : Tampere University Press, 2002.
Julian Oliver
.
»Polygon Destinies: The Production of Place in the Digital Role-Playing Game.«
In
COSIGN 2001 Conference Proceedings
, Melbourne Victoria, Australia: Julian Holland Oliver Interactive Information Institute RMIT University,, 2000.