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Posts by Campaignjunkie

  • First tidbit of NS2...

    • Campaignjunkie
    • December 2, 2006 at 2:18 AM

    I wonder how they do it... Any insights? Also - it would be cool if the creep pulsates too, like if it's alive or something.

  • Black Mesa Source is back

    • Campaignjunkie
    • December 2, 2006 at 2:13 AM
    Quote from ReNo

    And CJ, I guess you mean you rarely go ABOVE 8 units per luxel? As in, you using 16 unit luxels is a rarity, whereas using 4 unit luxels is more common? It's annoying how whether people are talking about resolution or size means you have to switch words, despite the fact you are talking about exactly the same thing. Gets so confusing

    Wait wait, I thought smaller luxels = more memory = more lightmap details. So I meant that I usually use 8 units, while 16 unit luxels are more common, and 4 unit luxels are a rarity... Okay now you're confusing me too!!

  • First tidbit of NS2...

    • Campaignjunkie
    • December 1, 2006 at 8:56 PM

    He says "selection" - it's just that Bay Area accent slurring the "L" sound.

  • specular problems :/

    • Campaignjunkie
    • December 1, 2006 at 2:22 AM

    I, uh... I think it works...

  • specular problems :/

    • Campaignjunkie
    • December 1, 2006 at 1:17 AM

    Well that's what

    Code
    "$basealphaenvmapmask" 1

    is for. So, I would just use seperate spec files to save time and headaches.

  • specular problems :/

    • Campaignjunkie
    • December 1, 2006 at 12:44 AM

    This is kind of a weird quirky hack thing, but I think when you're using the base alpha as the spec, you have to actually invert the alpha channel in Photoshop. At least that's what I remember. I think.

  • Black Mesa Source is back

    • Campaignjunkie
    • November 30, 2006 at 10:09 PM

    Is the performance hit associated with lightmap scale really that bad? Hell, I rarely go below 8 units per luxel.

  • [Source] Model compiling never seems to 'work' - help please

    • Campaignjunkie
    • November 20, 2006 at 3:43 AM

    I don't really know what's wrong with your model, but I'll just say that I'm rather fond of guistudiomdl

  • 3DS Max Quick Normal Map Tutorial

    • Campaignjunkie
    • October 20, 2006 at 6:20 AM

    http://www.game-artist.net/forums/showp ... stcount=74

    Try chamfering the edges so that the normal map can catch some of the depth.

  • MapCore Job Census

    • Campaignjunkie
    • October 17, 2006 at 9:16 AM
    Quote from Mr.Ben

    PS where is campaignjunkie I want to poke fun at him.

    Sorry for cluttering this thread; I'll make this quick.

    Screw you, Benny-boy!

  • CONGRATULATIONS FERRET!

    • Campaignjunkie
    • October 4, 2006 at 10:48 PM

    Yay ferret!

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • September 20, 2006 at 2:00 AM

    Blaz, you have to up the light intensity a lot more (the 4th "Brightness" number) in Source a lot higher than what you had in HL1. I commonly have lights at 1500+ intensity depending on the size of the room. There's also lots of controls for light falloff and sharpness -

    "constant" dims the area around the light but brightens the spotlight target area. Valve used high constants (~2000+) for those Combine spotlights.

    "quadratic" brightens the area directly around the light, but decreases the distance the light will travel.

    "linear" dims all of the light.

    ... and that's it for my crash course in Source lighting. Refer to the better resource over here: http://developer.valvesoftware.com/wiki/Light

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • September 19, 2006 at 4:48 AM

    Uhh it says "Torque" in the screenshot... if I'm not mistaken.

  • PK01 - Quake IV / Source Texture Set

    • Campaignjunkie
    • September 7, 2006 at 7:50 PM

    I'm doing some style tests with the textures right now to get a feel for them. Here's a hallway. It's nothing special and I'm not too happy with how the light turned out, but I just wanted to show that someone was using these textures and loving them.

    EDIT: Oops, forgot to link the picture...

    [Blocked Image: http://img407.imageshack.us/img407/9577/pktest0002wf9.th.jpg]

  • PK01 - Quake IV / Source Texture Set

    • Campaignjunkie
    • September 4, 2006 at 8:34 AM

    Speaking of porting to other games... Could I port these to Source, Blaz? I really want to make a map with them.

  • Physics Objects

    • Campaignjunkie
    • August 9, 2006 at 2:46 AM

    Have you tried fiddling with the spawn flags?

    http://developer.valvesoftware.com/wiki ... sics#Flags

    Maybe "Start Asleep" or something like that?

  • Dark Messiah Demo

    • Campaignjunkie
    • August 9, 2006 at 2:37 AM

    It's short, but there's a bit of replay value if you try out different skills and approaches. Supposedly you can noclip around a trigger and actually fight the ogre at the end, though I haven't tried personally.

    Anyway, I really liked it. The combat is a lot more visceral than Oblivion, which I already liked in the first place. It definitely has a crazy action-movie feel to it; kicking people off ledges, swinging around on chains, etc. It reminds me of the fights in Pirates of the Carribean movies. The level design also feels really really contrived (convenient wooden platforms, lots of physics props) but that's forgivable.

    A cool thing I discovered: You can set your arrows on fire if you draw your bow and hold the arrow to a torch.

    A cool moment I had: I was trying to snipe this one orc with a bow and arrow - but I missed and hit a rope, which caused a chandelier to drop down and break the wood platform he was standing on. It was a long fall to the bottom.

    The stealth is a little weaker than I would like, and the story already seems really lame - but the combat! Oh, the combat! I'm definitely looking forward to this now.

  • SVN directories being picked up by Hammer. Fix?

    • Campaignjunkie
    • July 18, 2006 at 11:06 PM

    Yeah, I'm getting this problem too, and I don't really have any solution for the prop duplication. Have you guys contacted Valve about it?

  • Nightwatch Cancelled!

    • Campaignjunkie
    • July 18, 2006 at 7:43 PM

    Staying with HL1 wasn't much of an option either. We/They were hemorrhaging staff like crazy, and no one wanted to work with old tech anymore (except some of the mappers) I think it's very easy to say "they should have stuck with HL1" but that wasn't very realistic either. Dead either way, except there was a hope for new life in Source that never came to pass.

  • The Ship

    • Campaignjunkie
    • July 13, 2006 at 10:16 PM

    I bought it. I'm liking it so far. If you find a good 8 person server, the game really shines. However, if there are a couple idiots who complain about not knowing what to do, then obviously it doesn't work as well. Here are my 2 cents:

    - The maps are really boxy. Reno, you better fix this! It reminds me of something in Prince of Persia: Sands of Time. Those designers made a point to get rid of virtually every straight edge, which I think would work better for the Ship maps as well.

    - In a game where it's absolutely necessary to memorize maps, the maps are difficult to learn. There are some very convoluted layouts (probably on purpose, so you can avoid your hunter and such, but it's still difficult to learn) and since most of the game takes place in hallways, there's not many landmarks to help you navigate. The compass KIND of helps, but not that much. Some kind of toggle-able automap would be better.

    - I really like the music though. Maybe it's just me.

    - The bots are smarter than I expected. Sometimes they seem really human in their mannerisms - sometimes they're dumb as nails.

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