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Posts by JamesL

  • Opera.

    • JamesL
    • March 22, 2007 at 9:33 AM

    Opera's time has come and gone. It was a great alternative to IE a bunch of years back but Firefox pretty much owns it now.

  • [REL] Dod_Abancourt_FINAL

    • JamesL
    • March 22, 2007 at 9:29 AM

    Minos pretty much sums it up for you. The map certainly has potential but it requires a good deal more work to bring the quality up.

    Check out some of the other DOD stuff posted up here and on the official DOD forums. Compare your style with theirs and try to work out how to improve.

  • Help modelling a Japanese roof

    • JamesL
    • March 22, 2007 at 9:24 AM

    Thanks for all the help guys. Hessi you are a god damn tutorial making machine

    Don't understand what all the fuss is about pdf's they are great if you don't want people editing and ripping off your work. Once I get some progress on this I'll post up some screenies.

  • Help modelling a Japanese roof

    • JamesL
    • March 21, 2007 at 4:03 PM

    [Edit]

    A call for help to all the experienced environment modellers out there.

    I am trying to model up some Chinese/Japanese type roofing and finding it considerably more challenging than I had originally imagined it to be. The kinds of shapes I am trying to create are basically a bunch of interconnecting/cascading curves that join up forming 'scoops' that finish up in upwards pointing corners. Ok so that's not a great description, but I am pretty sure you all know what I am talking about.

    I can model basic inorganic stuff pretty reasonably but this is really bugging me. I am not sure quite how to approach it. I've tried a few different approaches but they all end up with me subdividing up surfaces like crazy and pushing around tons of individual verts. It gets very messy and the results are not really suitable for a game asset nor do they look particularly good.

    Anyways, I would appreciate some opinions on the best technique to approach modelling such a shape/object. I am pretty sure there has to be a better approach than the ones I have been trying. I use Maya to model in case that helps.

    Some piccies for reference below.

    [Blocked Image: http://www1.istockphoto.com/file_thumbview_approve/240860/2/istockphoto_240860_detail_of_chinese_roof.jpg]

    [Blocked Image: http://albums.mouseplanet.com/WDWEpcotChinaProcessed/60_Lotus_Blossom_cafe_roof_details_051212_bennett.jpg]

    [Blocked Image: http://images.travelpod.com/users/meercatvinny/round_the_world.1117357920.roof.jpg]

  • PS3 Backwards compatability listings up (EU)

    • JamesL
    • March 20, 2007 at 2:13 PM

    http://%7boption%7d

    Some stuff there that I had been told was gonna run, but in fact has 'issues'.

    ThreeSpeech says 1,782 of 2,451 PS2 games released in PAL regions will work on the new kit. God of war (both) play fine. As does Shadow of the Colossus and FFXII (minor issues). Woohoo.

  • S.T.A.L.K.E.R is G.O.L.D

    • JamesL
    • March 20, 2007 at 10:26 AM

    Pretty good review from Eurogamer. 8/10 but it's only dropped points because of the bugs. Gonna be queueing at Game on Oxford street for this on Friday morning (and laughing at all the folks freezing their butts off waiting on PS3s)

    http://%7boption%7d

  • Summer is coming - maybe MapCore T-Shirts?

    • JamesL
    • March 19, 2007 at 1:35 PM

    I'll def have one if someone goes to the trouble of printing them up. We could do a gallery: "Strike a pose in your Mapcore T".

  • S.T.A.L.K.E.R is G.O.L.D

    • JamesL
    • March 19, 2007 at 1:32 PM

    £17.99 delivered on Play. £24.99 for the collectors tin with all the extra gubbins. Think I might have to get me a copy

  • Eidos goes Steam

    • JamesL
    • March 18, 2007 at 8:50 PM

    It's a good thing in many ways, accessibility makes folks more likely to buy games on a whim, which is good for the industry. However I still want boxed stuff to put on my bookcase of games on the wall. Looks way cooler when me mates come round

  • Don't copy that floppy !

    • JamesL
    • March 15, 2007 at 7:57 PM

    For the older Mapcorians ...

    [Blocked Image: http://www.orbitcast.com/archives/Home_taping_is_killing_music.png]

  • Unreal vs Source.

    • JamesL
    • March 15, 2007 at 5:34 PM
    Quote from Sa74n

    my thoughts are: hammer is rubbish because..- no custom hotkeys are supported

    - it has bad multimonitor support

    - it uses ancient texturing techniques

    - no lighting preview

    - 3d viewport editing is not advanced enough

    - grouping could be made more straight forward

    there's plenty of other stuff but these are the main points why hammer sux.

    additionally the workflow of getting assets ingame is pretty horrible and a huge waste of time (even with all the community tools available by now)

    BUT as there is no other way around i'd still use it just because of the pretty results the source engine is able to put out.

    Display More

    Totally agree with everything you say. Hammer pisses me off in countless ways, but my fav games are Source based and when it all comes together (after what seems like an eternity) Hammer produces fabulous results.

  • Unreal vs Source.

    • JamesL
    • March 15, 2007 at 9:39 AM

    I disagree Rick, and I think you're talking about the thread below this in the forums. Spellbinder created this thread so we _could_ argue about exactly this

    I have used Hammer, Radient, Serious Editor, Renderware and a crapload of other bespoke editors/packages, but I've never touched Unreal (yet). Listening to others somewhat passionate descriptions of each and why they love/hate them is very interesting. Keep going pls lads.

    Out of interest are there are Modern Warfare (CS basically) type mods for Unreal? Fu*king Space Marines do my head in.

  • Unreal vs Source.

    • JamesL
    • March 14, 2007 at 7:52 PM

    Garrymod?

  • WIP in WIP, post your level screenshots!

    • JamesL
    • March 14, 2007 at 7:50 PM

    The floor screams Silent Hill at me (in a good way).

  • Army of Two

    • JamesL
    • March 14, 2007 at 7:48 PM

    360 / PS3

  • Unreal mapping community

    • JamesL
    • March 14, 2007 at 2:01 PM
    Quote from Pericolos0

    I love the source lighting model, and I am willing to cope with the long compile times for it, but for a professional production pipeline these long compile times are pretty bad.

    Its not so bad actually. When I worked on Dark Messiah we used valves VMPI distributed compiler. Everyone in the office had the system installed on their machines and any spare cycles on any of the 50 or so machines were used to compile the our maps. Man it was sooooooo fast.

    I really really miss having that when I am compiling at home

    Edit: Apologies, steering off topic here.

  • Playstation 3 - Home

    • JamesL
    • March 14, 2007 at 1:51 PM
    Quote from ReNo

    James, I'm reckon that what they are claiming is most likely true, but I doubt it matters too much for most of us. Apparently there will be a release day patch with the 1.6 firmware, and that is where the vast majority of the software emulation gubbins will be found. Bit of a shame for people who buy the system and don't plan on plugging it in to the net (something that is true of quite a few of my mates), but for folks like us I doubt it will be an issue.

    You got it spot on ReNo. The firmware that will ship with the PS3 on Euro launch day is not the version that these guys were running their box on. If you are getting a PAL PS3 it should ship with the latest firmware version on it. AFAIK you won't need to plug it into teh web to update. Could be wrong on that though knowing Sony's recent love of last minute patching. Probably see a glut of patches as the beta testers, sorry, 'early adopters' plug in their boxes and start working through thier PS2 back cat.

    The url posted previous has been flying around the office here and folks have been talking about it at length, which is why I call BS on it. Not saying all those games will work, simply that a fair chunk of the ones you are likely to want to play, will.

  • Unreal mapping community

    • JamesL
    • March 14, 2007 at 11:55 AM

    If Counter-Strike ran on the Unreal engine I'd probably never touch Source again. One day maybe...

  • Playstation 3 - Home

    • JamesL
    • March 14, 2007 at 9:30 AM
    Quote from ginger_lord

    lolEuropean Playstation 3 not so backwards compatible.

    http://www.theinq.com/default.aspx?article=38191

    I can tell you for a fact this is bullsh*t.

  • Game soundtracks

    • JamesL
    • March 13, 2007 at 8:10 PM
    Quote from KoKo5oVaR

    And i was wondering something, if a soundtrack cd from a game is made, by who the money is taken ? the publisher, the devloppement studio ? And does the musician got royalities on the sells ?

    I very very much doubt the actual musicians see a penny of royalty money. My friend of mine has created soundtracks for games for years across many developers and he's never had a penny in royalties. I gues if you are a famous enough composer it could be possible, but for the rank and file sound designers it sure ain't happening.

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