I agree that MoHaa was/is a great game. But I played the 2 Call of Duty demo's, and it just gives me an adrenaline rush. It's great to be in a team of privates, one commander who shouts commands, some really intense firefighting going on, it's just great. What I missed in MoHaa were the all-out full-throttle combat situations. Allright you had the landing on Omaha beach, and some other intense moments, but most of the time you were playing the one-man army like in Return to Castle Wolfenstein. In Call of Duty you are there, together with 10 other soldiers, belly in the dirt, getting shelled and shot at, really good sound effects, people shouting, getting blown 10ft in the air, it's just so great. It's hard to put it into words...sorry.
And I can sum up alot of things that blow my mind:
Soldiers climbing on top of a tank, throwing in a grenade and then running like hell.
Taking over a mounted machine gun and then using it to blast away 15 or 20 enemies.
Lobbing grenades into a foxhole, seeing the enemy try to crawl out, and then boom, he flies away.
Crawling down a field full of dead cows, using them as cover
Getting your vision blurred and you ears ringing from a nearby shell impact.
I could go on but you just have to see it for yourself. Although it's built in an old engine (Q3), the game's a great experience. You should try it.
Totally offtopic but can't stop myself from doing this: I'm from Antwerp too!!
On-topic: I like Starsky and Hutch better than Miami Vice, but there's another little easter egg in Vice City, but I couldn't find anything about it on google so perhaps it's just my imagination: In Vice City there's a cab company that you can buy and it's called Kaufman Cabs. There's an 80's TV show starring Danny DeVito called "Taxi", that has a character called Latka (he's a foreigner and speaks funny). The actor that plays Latka is Andy Kaufman. Perhaps the guys from Rockstar like the TV-show? It airs every week-night, around 00.30 on VT4 in Belgium.
If you have seperate hitboxes for chest, head, shoulder, upper arm, lower arm, doesn't that mean you can shoot under people's arms, next to their head and under their legs? I'm assuming that hitboxes are animated like the model (eg if a player jumps you see his legs and arms move, and the hitboxes tied to these parts move as well). I mean, per polygon hit detection sounds really cool, but I think it's a bit overrated. Why use per polygon hit detection if you could get the same result by using more and smaller -and thus more accurate- hitboxes. It requires less calculating power and it's almost equivalent to per poly hit detection. If i'm totally missing the point here, tell me.
So if I'm not mistaken then that's a sort of Steam application, but not only for VALVe/Sierra games. That's quite good. If you guys manage to get a thing like that going, I'm sure it's going to be popular. It's like, All Seeing Eye with intergrated chat,resource downloads and everything. Nice idea, care to share the URL?
I have had the chance of becoming a beta player back in the days, but since Reakktor had given out duplicate ID's to people in their "You've been chosen as a beta-tester!!!!1" e-mails, and someone else had already signed up using the ID I received, I was back to being a fanboi on the forums, waiting and waiting for the open beta.
Once the open beta arrived, I downloaded it off some semi-official FTP and installed. Soon I saw the servers become full of exploiters becoming uber-leet after 3 days of play or so. Also the rat-killing missions in the sewers were boooooooooooooooooooooooooriiiing. Tried to venture out into the remote parts of the city (something industrial looking, can't remember the name) to find some hackable doors (I had a level 3 hacker hehe) but was soon killed by a tiny F#%& scorpion the size of a friggin matchbox. So far for the great experiences Reakktor promised us. I guess I'm not made to walk on the neverending levelling tredmill.
It seemed as if everybody was advancing way faster than me. So it must have been my fault for not making mule-chars or not choosing to become a tank class player.
Now that you mentioned that, I feel like bringing this up: Half-Life 2 is going to be a trendsetter in the field of HUD management (apart from everything else they offer like excellent physics and face animation).
Especially for the MOD makers out there Valve offer the possibility to create your own special HUD, add info, lose info, change size,color,font,but more important: add 3D images, and being able to request player information through an in-game object (e.g. show your total kills/deaths on a giant scoreboard in a multiplayer map). Agreed, some of these features were already in HL1.
But of course for the regular player this would be difficult to do if Valve hadn't developed a programming environment especially for customizing your HUD. It's mainly targeted at mod makers but I imagine it will be also very interesting for the regular players with a minimum of scripting skills.
Now I'm sorry if I sound like a total fanboi, I'm just trying to add information to the discussion:)
Thanks for this insight into different kinds of depression.
I must say my gf probably has long-term depression, but mainly because of the fact her life is full of that shit (family members die-ing (sp?), constant fights with her mother about stupid little things (and they aren't puberty fights, she's almost 20 and her mother starts most of the fights), her siblings being dicks, etc etc ad nauseam. So I don't think it's a medical condition, but a "transient" depression, but one that keeps getting prolonged and prolonged. I really try to help her but it's hard. I guess playing some more quake or CS with her could make her feel better:/
There have been some modifications to the engine done for CS, especially in texture-resolution, model skinning and a few physics enhancements IIRC. But nothing that could affect the way it works well to model or depict architecture in any way. I just guess they took the CS engine because it's probably easier to modify (more documentation perhaps?).
Come to think of it, my girlfriend also has had many setbacks IRL, making me think she is kind of depressed most of the time, but I'm not sure as I'm not a psychologist and depression is more than just "feeling down" I guess. And she has the worst navigational skills IRL I've ever seen. I've had to explain how to find my house a gazillion times when she wanted to come over to me by bike, even though she's done the route alot by bus. In Q3A on the other hand, she's quite good even for a beginner, which she still is. Most of the time she's just running around shooting everything that moves, but every once in a while she's just brilliant.
My experience with CS is that playing good gives me a good feeling about myself, and yes that sounds sad but I think it has alot to do with adrenaline production.
I used to play it but stopped since I didn't have enough time to reach the standards that would make me play so well it gave me a happy feeling. Often I just felt very bad about my prestations in clanwars, though I tried to do my best. Had alot to do with sleep deprevation by the way. Somehow all these things influence eachother, so the only way to stop feeling bad was to stop playing and go do something productive.
Exactly, Google can't read minds, so why do they bias for shopping links if they really don't know you're looking for shopping links? The pagerank system google uses should take into account that people who look for "Asus A7N8X-X" aren't merely interested in shopping links.
Another good example that was already discussed before, is google's bias for weblogs. In essence this is the drawback to the pagerank system. Blogs generally get alot of incoming links from other blogs, because of their nature, and this (incoming links and outgoing links) is exactly what the pagerank system uses to decide what are relevant links and what are not.
He[Steven Johnson]'s kind of right, if you try looking for information about motherboards, you'll first have to wade through all the sites that try to sell you one instead of offering a review of the specific motherboard you asked about. Google does that if you don't use it the right way. I always add "-buy" to my query, which helps sometimes. Read the comments below the article, they're interesting too.
And by the way, Steven Johnson who writes the Slate column was right most of the time when he was criticising George W. Bush and the war in Iraq, so cut him some slack, he deserves it big time.
...here in this thread that was started by someone with access to the SWG beta-boards. He copied a post that gives well-argumented criticism about the bugs but more importantly, about the gameplay.
I was interested in a MMORPG called Neocron some time ago, but after playing the beta I found that it wasn't really worth the monthly fee. The game was plagued by nerfing sprees, exploits and the fact that there were skills or subskills that were so undocumented that nobody knew what they were for, not even the developers. I'm sure that the MMORPG genre needs a truly refreshing group of developers before it will catch my attention again.
So even though I'm quite the Star-Wars fan, I'll probably never play a Star-Wars MMORPG, although the SW universe is such a good base for an excellent (MMO)RPG.
There SHOULD be [sic] here, as the sentence is meant to read: "Users can't get....". It IS about multiple users, NOT about the user's options.
"User's" isn't a tab of the options panel, it's the first word of a sentence next to a checkbox. Visualise what I'm saying, I'm sure you will understand.
Sprinklers are a bad idea too, if you're dealing with electrical fires (overheated wiring, failing fuses, switches that draw sparks, etc).
Probably the best thing to do -to keep costs down and still have a fairly safe system- is to have co2-extinguishers or foam-based extinguishers throughout your house. They're good to put out electrical fires, as long as the fire isn't too big or too hot (hot as in too hot to even come close enough to be able to put it out). Also use fire-retardant materials in the computer room(s). Don't use ruggs, curtains, wooden floors, etc. Best to make the room like a real server-room, no decorations on the walls, fire-proof doors, smoke-detectors on the ceiling, metal storage-racks instead of wooden,etc. Just use your common sense and you'll probably be fine.
The article states that ground control ordered the Atlantis (which survived a breached wing and landed safely in 2000) to do a cooling-manoeuver, because they suspected the ceramic tiles to be damaged by a chunk of ice. If it hadn't been for ground control's suspicions about this damage, Atlantis would've probably shattered too. Columbia just went all-out during re-entry, because ground control was worried about tires not warming up enough to guarantee a safe landing. Talk about irony. This brings a question to my mind: Instead of using the cooling-manoeuver as a sort of 'last-resort', why not make it a standard modus operandi to do the cooling-manoeuver, unless of course there are serious reasons not to? Might save some lives and money.
He gave a direct link so people don't need to fill in the one-time subscription shite from the WP. I think. If he didn't, consider my comment useless (which you will probably do anyway hehe).
Find the place where the authoritative value of the other player's ammo is kept on your local listen server, and you can fuck with that too.
That wouldn't matter, because the other (non-cheating)player still has the correct value and sends such info to the server. The server believes the (non-cheating)client and allows the gunfire to register as hits/misses, as opposed to invalid gunfire(if ammo really is depleted). In the cheating player's "world" the (non-cheating)opponent's ammo would be depleted, but the server is still telling the cheater that he's being hit. This can easily be countered by only sending packets to the sever telling it that your health is still at max. Of course server-side health calculation would prevent this, but that might prove heavy on processortime and bandwidth(constantly telling every client what his health points are)
*xpenguin*: They can't alter YOUR runtime, so YOU check HIS runtime with an md5sum to see if HE altered HIS OWN runtime, which could mean he cheats.
Very nice and all, but for 1 thing: if he altered his runtime, he could well alter his runtime in such a way that it will return a correct but fake md5sum upon ANY request from ANY other user (admin,bot,whatever). He'd just send out a checksum number that will register as correct, regarless from his real md5sum result. For all he cares, the md5sum isn't even calculated.
As long as the data is _requested to_ and _handled by_ HIS runtime, it can be faked. If it wouldn't be handled by his runtime, people could fake md5 requests themselves to crash his runtimes and such. That's what rsmith-mac said in his comment.
The amount of processor power needed to do all these things server-side is nothing. The amount of bandwith consumed by it is what matters.
Netcode (the code that is a compromise between some stuff client-side, some stuff server-side, and blending it together in a seemless and smooth play experience) is tricky stuff. If you let clients decide if their bullet was a hit or not, you can let people cheat by just sending out packets with the right data that tells the server "I hit that guy in the head! Really!"
Letting the server decide for every bullet (hit or miss) requires the knowledge of every player's exact current position. Impossible with latency above 0. So prediction is needed. But prediction can make for sluggish play. So it's really hard to balance.
This rant to just show you that it's almost impossible to write perfect, non-hackable, fair, smooth netcode. No matter how high the predicted sales figures are, or how much money you can spend on making the game. From what you want, every multiplayer game is a mistake, every company can be held accountable.
Exactly, and the article isn't even entirely correct because they state that there has been a 2200% increase in spam sent through hotmail, and in the comments below the article, people say only 10% of the mail they receive that has passed hotmail serves, has been sent using DAV. So 90% of hotmail spammers still use the web interface. No big change there I think.
I'm in the middle of my exams, and my studies require me to sit at a computer screen for 10 hours a day (or more). Perhaps compared to some of you that's not much, but I'm experiencing itchy eyes, and sometimes I rub them vigorously because I can't take the itch anymore, and the result is: blood-shot eyes as if I just downed 15 tequilas. I'll sure keep an eye out (sorry for the pun) for any good solutions and if I find any, I'll post them up.
So far the only thing I can think of is Teramycin (TerRamycin?), a very mild desinfectant, comes in the form of a clear liquid or, more known to the public, ointment. I often use it if I get blood-shot eyes from swimming (I'm very sensitive to chlorene). Haven't tried it yet this time, but I'm gonna give it a shot. I read you have already tried eye-drops, but since Teramycin is a more viscous, oily stuff, it might help to keep your eyes wet and lubricated better (sounds gross doesn't it?)
Perhaps in the US this medicine is called differently, try to google it and find an alternative name.
Doing it with the sphere or cylinder would work, if you could stick the texture to the inside of the object, on the opposite side (on the back inside part, instead of the front outside part). I don't have any experience with applying textures to 3d objects and stuff, so this is purely from a logical point of view.
In Call of Duty you are there, together with 10 other soldiers, belly in the dirt, getting shelled and shot at, really good sound effects, people shouting, getting blown 10ft in the air, it's just so great. It's hard to put it into words...sorry.
And I can sum up alot of things that blow my mind:
- Soldiers climbing on top of a tank, throwing in a grenade and then running like hell.
- Taking over a mounted machine gun and then using it to blast away 15 or 20 enemies.
- Lobbing grenades into a foxhole, seeing the enemy try to crawl out, and then boom, he flies away.
- Crawling down a field full of dead cows, using them as cover
- Getting your vision blurred and you ears ringing from a nearby shell impact.
I could go on but you just have to see it for yourself. Although it's built in an old engine (Q3), the game's a great experience. You should try it.Totally offtopic but can't stop myself from doing this: I'm from Antwerp too!!
On-topic: I like Starsky and Hutch better than Miami Vice, but there's another little easter egg in Vice City, but I couldn't find anything about it on google so perhaps it's just my imagination: In Vice City there's a cab company that you can buy and it's called Kaufman Cabs. There's an 80's TV show starring Danny DeVito called "Taxi", that has a character called Latka (he's a foreigner and speaks funny). The actor that plays Latka is Andy Kaufman. Perhaps the guys from Rockstar like the TV-show? It airs every week-night, around 00.30 on VT4 in Belgium.
If you have seperate hitboxes for chest, head, shoulder, upper arm, lower arm, doesn't that mean you can shoot under people's arms, next to their head and under their legs? I'm assuming that hitboxes are animated like the model (eg if a player jumps you see his legs and arms move, and the hitboxes tied to these parts move as well). I mean, per polygon hit detection sounds really cool, but I think it's a bit overrated. Why use per polygon hit detection if you could get the same result by using more and smaller -and thus more accurate- hitboxes. It requires less calculating power and it's almost equivalent to per poly hit detection. If i'm totally missing the point here, tell me.
So if I'm not mistaken then that's a sort of Steam application, but not only for VALVe/Sierra games. That's quite good. If you guys manage to get a thing like that going, I'm sure it's going to be popular. It's like, All Seeing Eye with intergrated chat,resource downloads and everything. Nice idea, care to share the URL?
I have had the chance of becoming a beta player back in the days, but since Reakktor had given out duplicate ID's to people in their "You've been chosen as a beta-tester!!!!1" e-mails, and someone else had already signed up using the ID I received, I was back to being a fanboi on the forums, waiting and waiting for the open beta.
Once the open beta arrived, I downloaded it off some semi-official FTP and installed. Soon I saw the servers become full of exploiters becoming uber-leet after 3 days of play or so. Also the rat-killing missions in the sewers were boooooooooooooooooooooooooriiiing. Tried to venture out into the remote parts of the city (something industrial looking, can't remember the name) to find some hackable doors (I had a level 3 hacker hehe) but was soon killed by a tiny F#%& scorpion the size of a friggin matchbox. So far for the great experiences Reakktor promised us. I guess I'm not made to walk on the neverending levelling tredmill.
It seemed as if everybody was advancing way faster than me. So it must have been my fault for not making mule-chars or not choosing to become a tank class player.
Now that you mentioned that, I feel like bringing this up: Half-Life 2 is going to be a trendsetter in the field of HUD management (apart from everything else they offer like excellent physics and face animation).
:)
Especially for the MOD makers out there Valve offer the possibility to create your own special HUD, add info, lose info, change size,color,font,but more important: add 3D images, and being able to request player information through an in-game object (e.g. show your total kills/deaths on a giant scoreboard in a multiplayer map). Agreed, some of these features were already in HL1.
But of course for the regular player this would be difficult to do if Valve hadn't developed a programming environment especially for customizing your HUD. It's mainly targeted at mod makers but I imagine it will be also very interesting for the regular players with a minimum of scripting skills.
Now I'm sorry if I sound like a total fanboi, I'm just trying to add information to the discussion
Thanks for this insight into different kinds of depression.
:/
I must say my gf probably has long-term depression, but mainly because of the fact her life is full of that shit (family members die-ing (sp?), constant fights with her mother about stupid little things (and they aren't puberty fights, she's almost 20 and her mother starts most of the fights), her siblings being dicks, etc etc ad nauseam. So I don't think it's a medical condition, but a "transient" depression, but one that keeps getting prolonged and prolonged. I really try to help her but it's hard. I guess playing some more quake or CS with her could make her feel better
There have been some modifications to the engine done for CS, especially in texture-resolution, model skinning and a few physics enhancements IIRC. But nothing that could affect the way it works well to model or depict architecture in any way. I just guess they took the CS engine because it's probably easier to modify (more documentation perhaps?).
Come to think of it, my girlfriend also has had many setbacks IRL, making me think she is kind of depressed most of the time, but I'm not sure as I'm not a psychologist and depression is more than just "feeling down" I guess. And she has the worst navigational skills IRL I've ever seen. I've had to explain how to find my house a gazillion times when she wanted to come over to me by bike, even though she's done the route alot by bus.
In Q3A on the other hand, she's quite good even for a beginner, which she still is. Most of the time she's just running around shooting everything that moves, but every once in a while she's just brilliant.
My experience with CS is that playing good gives me a good feeling about myself, and yes that sounds sad but I think it has alot to do with adrenaline production.
I used to play it but stopped since I didn't have enough time to reach the standards that would make me play so well it gave me a happy feeling. Often I just felt very bad about my prestations in clanwars, though I tried to do my best. Had alot to do with sleep deprevation by the way. Somehow all these things influence eachother, so the only way to stop feeling bad was to stop playing and go do something productive.
Exactly, Google can't read minds, so why do they bias for shopping links if they really don't know you're looking for shopping links? The pagerank system google uses should take into account that people who look for "Asus A7N8X-X" aren't merely interested in shopping links.
Another good example that was already discussed before, is google's bias for weblogs. In essence this is the drawback to the pagerank system. Blogs generally get alot of incoming links from other blogs, because of their nature, and this (incoming links and outgoing links) is exactly what the pagerank system uses to decide what are relevant links and what are not.
Yes but i was searching for a specific motherboard, let's say a Asus A7N8X-X.
He[Steven Johnson]'s kind of right, if you try looking for information about motherboards, you'll first have to wade through all the sites that try to sell you one instead of offering a review of the specific motherboard you asked about. Google does that if you don't use it the right way. I always add "-buy" to my query, which helps sometimes. Read the comments below the article, they're interesting too.
And by the way, Steven Johnson who writes the Slate column was right most of the time when he was criticising George W. Bush and the war in Iraq, so cut him some slack, he deserves it big time.
...here in this thread that was started by someone with access to the SWG beta-boards. He copied a post that gives well-argumented criticism about the bugs but more importantly, about the gameplay.
I was interested in a MMORPG called Neocron some time ago, but after playing the beta I found that it wasn't really worth the monthly fee. The game was plagued by nerfing sprees, exploits and the fact that there were skills or subskills that were so undocumented that nobody knew what they were for, not even the developers. I'm sure that the MMORPG genre needs a truly refreshing group of developers before it will catch my attention again.
So even though I'm quite the Star-Wars fan, I'll probably never play a Star-Wars MMORPG, although the SW universe is such a good base for an excellent (MMO)RPG.
There SHOULD be [sic] here, as the sentence is meant to read: "Users can't get ....". It IS about multiple users, NOT about the user's options.
"User's" isn't a tab of the options panel, it's the first word of a sentence next to a checkbox. Visualise what I'm saying, I'm sure you will understand.
Sprinklers are a bad idea too, if you're dealing with electrical fires (overheated wiring, failing fuses, switches that draw sparks, etc).
Probably the best thing to do -to keep costs down and still have a fairly safe system- is to have co2-extinguishers or foam-based extinguishers throughout your house. They're good to put out electrical fires, as long as the fire isn't too big or too hot (hot as in too hot to even come close enough to be able to put it out).
Also use fire-retardant materials in the computer room(s). Don't use ruggs, curtains, wooden floors, etc. Best to make the room like a real server-room, no decorations on the walls, fire-proof doors, smoke-detectors on the ceiling, metal storage-racks instead of wooden,etc.
Just use your common sense and you'll probably be fine.
The article states that ground control ordered the Atlantis (which survived a breached wing and landed safely in 2000) to do a cooling-manoeuver, because they suspected the ceramic tiles to be damaged by a chunk of ice. If it hadn't been for ground control's suspicions about this damage, Atlantis would've probably shattered too. Columbia just went all-out during re-entry, because ground control was worried about tires not warming up enough to guarantee a safe landing. Talk about irony. This brings a question to my mind: Instead of using the cooling-manoeuver as a sort of 'last-resort', why not make it a standard modus operandi to do the cooling-manoeuver, unless of course there are serious reasons not to? Might save some lives and money.
I've never ever been in a pie shop! Does my bum look big in this? Are you saying I'm fat?
He gave a direct link so people don't need to fill in the one-time subscription shite from the WP. I think. If he didn't, consider my comment useless (which you will probably do anyway hehe).
That wouldn't matter, because the other (non-cheating)player still has the correct value and sends such info to the server. The server believes the (non-cheating)client and allows the gunfire to register as hits/misses, as opposed to invalid gunfire(if ammo really is depleted). In the cheating player's "world" the (non-cheating)opponent's ammo would be depleted, but the server is still telling the cheater that he's being hit. This can easily be countered by only sending packets to the sever telling it that your health is still at max. Of course server-side health calculation would prevent this, but that might prove heavy on processortime and bandwidth(constantly telling every client what his health points are)
*xpenguin*: They can't alter YOUR runtime, so YOU check HIS runtime with an md5sum to see if HE altered HIS OWN runtime, which could mean he cheats.
Very nice and all, but for 1 thing: if he altered his runtime, he could well alter his runtime in such a way that it will return a correct but fake md5sum upon ANY request from ANY other user (admin,bot,whatever). He'd just send out a checksum number that will register as correct, regarless from his real md5sum result. For all he cares, the md5sum isn't even calculated.
As long as the data is _requested to_ and _handled by_ HIS runtime, it can be faked. If it wouldn't be handled by his runtime, people could fake md5 requests themselves to crash his runtimes and such. That's what rsmith-mac said in his comment.
The amount of processor power needed to do all these things server-side is nothing. The amount of bandwith consumed by it is what matters.
Netcode (the code that is a compromise between some stuff client-side, some stuff server-side, and blending it together in a seemless and smooth play experience) is tricky stuff. If you let clients decide if their bullet was a hit or not, you can let people cheat by just sending out packets with the right data that tells the server "I hit that guy in the head! Really!"
Letting the server decide for every bullet (hit or miss) requires the knowledge of every player's exact current position. Impossible with latency above 0. So prediction is needed. But prediction can make for sluggish play. So it's really hard to balance.
This rant to just show you that it's almost impossible to write perfect, non-hackable, fair, smooth netcode. No matter how high the predicted sales figures are, or how much money you can spend on making the game. From what you want, every multiplayer game is a mistake, every company can be held accountable.
Idiot What did you say!!!
bakayaro!! omae wa nani itta no!!
In fact, i know japanese too, and the correct translation for "What did you say" is "What you say!?"
Exactly, and the article isn't even entirely correct because they state that there has been a 2200% increase in spam sent through hotmail, and in the comments below the article, people say only 10% of the mail they receive that has passed hotmail serves, has been sent using DAV. So 90% of hotmail spammers still use the web interface. No big change there I think.
I'm in the middle of my exams, and my studies require me to sit at a computer screen for 10 hours a day (or more). Perhaps compared to some of you that's not much, but I'm experiencing itchy eyes, and sometimes I rub them vigorously because I can't take the itch anymore, and the result is: blood-shot eyes as if I just downed 15 tequilas. I'll sure keep an eye out (sorry for the pun) for any good solutions and if I find any, I'll post them up.
So far the only thing I can think of is Teramycin (TerRamycin?), a very mild desinfectant, comes in the form of a clear liquid or, more known to the public, ointment. I often use it if I get blood-shot eyes from swimming (I'm very sensitive to chlorene). Haven't tried it yet this time, but I'm gonna give it a shot. I read you have already tried eye-drops, but since Teramycin is a more viscous, oily stuff, it might help to keep your eyes wet and lubricated better (sounds gross doesn't it?)
Perhaps in the US this medicine is called differently, try to google it and find an alternative name.
Doing it with the sphere or cylinder would work, if you could stick the texture to the inside of the object, on the opposite side (on the back inside part, instead of the front outside part). I don't have any experience with applying textures to 3d objects and stuff, so this is purely from a logical point of view.