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  3. FrieChamp

Posts by FrieChamp

  • Insane asylum texture set

    • FrieChamp
    • December 29, 2004 at 4:45 PM
    Quote from ShaDoW

    How did the blood get in the real lamp in the first place ? :s Think happy thoughts, think happy thoughts

    We're talking about bleeding lamps here, there doesn't need to be an explanation when you make a horror styled asylum map.

  • animation

    • FrieChamp
    • December 29, 2004 at 4:44 PM

    The ball moves a little bit too slowly sometimes and the way the human and the ball promptly freeze when he stops the ball looks slightly unnatural, maybe you want to get a little bit more movement there, like the human rolling the ball a little bit back before taking it up again.

    Other than that it's looking very good.

  • dm_underpass *download beta 3*

    • FrieChamp
    • December 29, 2004 at 4:38 PM

    Fuck me that's looking gorgeous mate!

  • [TFC] Nightrun

    • FrieChamp
    • December 29, 2004 at 4:32 PM

    The architecture of the map looks overall mediocre, the interiors look pretty nice but the outdoor parts aren't very impressive. I also like the textures but alignment, scale and placement looks weird on some shots, but the big size of the map is prolly giving you a hard time.

    The lighting looks decent but in my eyes the outdoor lighting is far too bright, or at least a slightly more blueish colour would help.

    Good job!

  • GameMod: Umbra Pax (HL2)

    • FrieChamp
    • December 29, 2004 at 4:08 PM
    Quote from Zacker

    Serious danish modders? WTF? Why have I never heard of you before? Its the first mod of that caliber with a .dk address which I have ever seen!

    http://www.buzzybots.dk plz (too bad the site is down by now)

  • killzone

    • FrieChamp
    • December 29, 2004 at 4:07 PM

    We also played it at work, didn't look very impressive. But maybe it isn't so bad for a console shooter dunno~

  • HL2DM - Scorpius

    • FrieChamp
    • December 28, 2004 at 3:58 PM

    There are people out there who are this rude, we had it before. But if insta knows for sure it's him, it's all good~

  • Mapcore open for exploits

    • FrieChamp
    • December 28, 2004 at 3:57 PM

    Yea a pm to the admins might have been smarter, thanks for the heads up though!

  • HL2DM - Scorpius

    • FrieChamp
    • December 28, 2004 at 12:20 PM

    Somebody should post in that thread and ask "noovastar" something. If he replies we know he stole it since skdr is back in the military barracks. Or maybe someone can post a hint skdr and every mapcorian knows and if he doesn't get it, he's trapped

  • HL2DM - Scorpius

    • FrieChamp
    • December 25, 2004 at 11:56 PM

    Those last two shots look very cool!

    Just a little something I noticed in the first pic was the "resist poster". Is it actually a white poster or is it a painted decal which doesn't have the correct properties and thus is displayed with a background? Can't remember how it looked like in the game anymore :-?

  • de terminal

    • FrieChamp
    • December 25, 2004 at 12:16 PM

    Yea you gotta work on the lighting and it does look kinda blurry. Like something you could also do in hl1, try to take advantage of high res textures and normal maps, for example for the tiles. Oh and talking about the tiles, don't use them as ceiling texture.

  • Merry X-Moose

    • FrieChamp
    • December 25, 2004 at 12:09 PM

    Merry Christmas guys

  • super crazy idea

    • FrieChamp
    • December 23, 2004 at 11:32 PM

    I don't think such a forum would be popular.

  • GameMod: Umbra Pax (HL2)

    • FrieChamp
    • December 23, 2004 at 8:54 AM

    NDAs, jobinterviews, mod teams who got studio names and a "studio website". Another good example that modding gets more and more professionalized.

    Still 10x better than n00bs wasting one's time. So good luck with your project!

  • The role of the level-designer

    • FrieChamp
    • December 22, 2004 at 11:45 AM
    Quote

    Yeah I noticed that when I tried to make a level some months ago... good thing the majority of farcry is outdoors. It also explains why my performance indoors in farcry was noticable worst. At least on my machine and I have a pretty kick ass rig.As far as I know Farcry uses OSP (oct-space-tree, very goo for outdoors/open indoors) or a form of + awesome lod + fog/distance cull + and I think more options for indoors (manual zoning). That's why it can easily go from outdoor to indoor and still cram lots of detail, no?

    The detailed vegetation is achieved by lod models, fog and view distance parameters. Vis areas and portals have to be added manually (which is a real pain sometimes). All rules of making a transition from an outdoor area to an indoor area also apply in FarCry levels, you don't want the player to look into a big detailed room across 2 miles.

  • Merry Christmas

    • FrieChamp
    • December 22, 2004 at 11:26 AM

    what

  • Half-Life 2 Mod: Borg Wars

    • FrieChamp
    • December 22, 2004 at 8:45 AM
    Quote from von*ferret

    I'd want to see AT LEAST playermodels with animations in motion, ie: not screenshots/renders. Preferably models ingame. This tells me you have both modelers and animators and coders! Which is what every mod needs besides me, the averagelevel designer. Get what I'm saying though?

    Did you see all this before you joined Nightwatch?

  • Happy Hanukkah

    • FrieChamp
    • December 22, 2004 at 8:40 AM

    So is it Hanukkah or Chanukah?

  • Merry Christmas

    • FrieChamp
    • December 22, 2004 at 8:39 AM

    Merry Christmas everybody

  • Constantine trailer

    • FrieChamp
    • December 21, 2004 at 9:32 PM

    Since everybody seems to be sharing trailers so kindly lately, I'd like to bring your attention to this one:

    http://www.apple.com/trailers/wb/constantine/trailer/

    Haven't heard of it before until I came across the trailer tonight, but it looks like it's the next big movie for Keanu Reeves after the last Matrix part hit the cinemas.

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