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Posts by Campaignjunkie

  • [HL² MOD] OPPOSING SOURCE recruitment urgent !

    • Campaignjunkie
    • August 30, 2005 at 11:52 PM

    ... You -might- insult someone? :roll:

    Anyway, I think it has potential, but right now this stuff probably isn't enough to attract experienced people. Some suggestions: Don't post unskinned model renders, and make sure the media you release is a bit more interest. Go for quality, not quantity.

  • Layout tips and musts

    • Campaignjunkie
    • August 27, 2005 at 5:04 AM
    Quote from ReNo

    Pity CJ didn't take his own advice on board when making dm_ominous

    Ooohhh, ouch! Are you going to take that from him, Crackerjack?

    Err, I hear testing the timing with bots is a good idea too, making sure that the 2 teams clash at interesting areas.

  • F.E.A.R. SP Demo

    • Campaignjunkie
    • August 5, 2005 at 11:10 PM
    Quote from zeOx

    The horror parts were scripted? no way!?/end sarcasm

    Hey, there's a couple great games that have some completely unscripted horror that works a lot better than the cheap tricks in this demo - most notably, System Shock 2 and Thief 3. It's certainly possible.

  • F.E.A.R. SP Demo

    • Campaignjunkie
    • August 5, 2005 at 10:32 PM

    I have a pretty highend system (3ghz, 1gb ram, ati radeon x800) and it was jerky as hell - entering each room would cause it to stutter and freeze momentarily. But anyway:

    Like Mazy said, the whole pitch-black swinging lights thing is a bit more annoying than interesting. But I thought the whole demo was kind of generic anyway; basically running and gunning through a brick-wall maintenance building. Some of the horror parts were pretty cool, if not a little cheap (shadows darting across the room, all scripted stuff). The characters, though well done, are still plastic-looking - it makes you appreciate all the work that went into the HL2 NPCs.

  • scaling=fubared

    • Campaignjunkie
    • August 5, 2005 at 9:26 PM

    Pretty sure there's a "$scale" property in the .qc you can use to scale it up.

  • Expansion packs?

    • Campaignjunkie
    • August 4, 2005 at 9:21 PM
    Quote from Pericolos0

    fuck you curman, i though blueshift was great, i enjoyed every moment of it

    Yeah, Blue Shift is actually my favorite one - great level design and puzzles, plus scientists that would live longer than a few minutes. If only it would find its way on Steam, but I guess that's an impossibility.

  • Fahrenheit

    • Campaignjunkie
    • July 30, 2005 at 7:48 PM

    What's so bad about the graphics? Granted, they're not crazy normal-mapped parallax shader-whatever, but it's still pretty good.

    I liked the demo. Well, except the beginning. Couldn't understand what that guy was saying at all, unfortunately.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • July 26, 2005 at 9:00 PM

    Agree with scaling down the lightmap. Also, those holes are way too polygonal. Look in props_debris for some broken concrete wall pieces or something, rotate them, and put them in the ceiling. You could probably put some debris below them as well. The broken wood beam could use similar treatment, but rather clip the hell out of it - HL2 can handle the extra faces.

  • Shaders / Specular Maps

    • Campaignjunkie
    • July 24, 2005 at 7:34 AM

    I'm pretty sure lighter = shinier. Here's an example of a texture I did (although it's not anywhere near as great as Peri's):

    [Blocked Image: http://img291.imageshack.us/img291/8712/diffusespecular4sh.jpg]

    I saved the specular as an alpha channel in the normal map. It works great in-game.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • July 23, 2005 at 7:56 PM
    Quote from von*ferret

    lah blah blahcampaign junkie lets see your stuff I know you have something to show

    Well, only because you're calling me out like this...

    Attrition, small singleplayer map-pack/mini-mod. My goal was to plagiarise Nova Prospekt to a high degree, but then put my little spin on it.

    [Blocked Image: http://campaignjunkie.hlgaming.com/temp/attrition0.jpg]

    [Blocked Image: http://campaignjunkie.hlgaming.com/temp/attrition1.jpg]

    [Blocked Image: http://campaignjunkie.hlgaming.com/temp/attrition2.jpg]

    [Blocked Image: http://campaignjunkie.hlgaming.com/temp/attrition3.jpg]

    [Blocked Image: http://campaignjunkie.hlgaming.com/temp/attrition4.jpg]

    Babble, a side-project that is being abandoned (for now); don't have time to learn XSI and all those things. Cartoony-stuff is hard!

    [Blocked Image: http://campaignjunkie.hlgaming.com/temp/babble02.jpg]

    Seraph, another side-project which will hopefully turn out better. It's supposed to be a gothic cathedral, but I still need to flesh out more "Gothic" details and, you know, build the rest of the map!

    [Blocked Image: http://campaignjunkie.hlgaming.com/temp/seraph0.jpg]

    Okay Ferret, your turn! You know, show me your's since I showed you mine.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • July 21, 2005 at 7:13 PM
    Quote from Alf-Life

    You found enough time to fiddle and make a map?

    BA-DUM-cchhh!

    Looking good. Just needs more crates.

  • Awsome crate action! [EDITED]

    • Campaignjunkie
    • July 15, 2005 at 6:14 PM

    There's a bit of wasted UV space. You don't need to duplicate the arrow panel or the top panel. Then you're left with 4 panels, which you can scale up to use the whole canvas. Nice work though... Well, for a box.

  • Venice Redux [updated]

    • Campaignjunkie
    • June 26, 2005 at 10:13 PM

    I think Ferret suggested something about putting boats in the water, which I agree with. It looks too empty / artificial right now. And I would check some of the window placement too (i.e. that 5th screen, on the left). The fog also seems a little weird, and augments the kind of "dead" feeling in the map. I would also put some chimneys/antennas to break up the skyline on the top and make the silhouette more interesting. (look at those photos!)

  • valves new steam update

    • Campaignjunkie
    • June 17, 2005 at 8:41 PM

    I finished Eclipse. General impression I got is that it was kind of underwhelming as an HL2 mod: you pick rocks up and throw them. But still, it showed off the team's abilities to get something done, which is probably the main purpose. All in all, it was pretty polished and not half-bad, just not mindblowing or anything. It's certainly a lot better than anything else that's singleplayer HL2 at the moment.

  • totally random texture thread

    • Campaignjunkie
    • June 15, 2005 at 9:49 PM

    Some "desert palace" type textures. (mostly photosourced from Mayang / stock.xchng) Yes, I know I am shameless.

    [Blocked Image: http://campaignjunkie.hlgaming.com/persia/persia00.jpg]

    [Blocked Image: http://campaignjunkie.hlgaming.com/persia/persia06.jpg]

    [Blocked Image: http://campaignjunkie.hlgaming.com/persia/persia02.jpg]

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • June 8, 2005 at 1:22 AM

    You might want to move the ceiling/glows up a bit (if there's room). The white light glows are kind of obstructing the player's view across the walkway. Oh, and I love the fan too.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • June 1, 2005 at 10:36 PM

    Yeah, it's brushes. It's also entity-intensive. It's also painstaking to build the outline of every object manually. But hey, I have all of my summer to waste dragging vertices, and hopefully the effect (in a complete map) will be worth the effort.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • June 1, 2005 at 12:23 AM

    [Blocked Image: http://img246.echo.cx/img246/3730/persiatest00037hr.th.jpg]

    Nothing much yet, just trying to break out of the "realistic prison-warehouse canal" kind of theme that everyone (including me) seems to be stuck in. I've since discovered that I find cartoony stuff much more difficult than realism since you just can't copy a photograph and call it done - a lot more "thinking" involved. Ideally I want a cross between Jet Grind Radio and World of Warcraft, but my art skills aren't really up to snuff.

  • SoW1 vs. HL2 - Graphic quality

    • Campaignjunkie
    • May 31, 2005 at 10:47 PM

    HL2 materials actually do have detail texture features. But there's already normal + spec maps for a lot of the textures, not to mention cubemaps. It's just a waste of texture memory to have them, since most players won't be staring a few inches down at the ground or at a wall.

  • Portfolio snaps

    • Campaignjunkie
    • May 30, 2005 at 9:25 PM

    The best part is, I have all of those RMF's! Bwahahahaha!

    (Oh, and I would take out the first DarkTruths shot, its too weak compared to the others)

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