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Posts by JamesL

  • de_static *RC VERSION DL* - updated 16/02

    • JamesL
    • April 9, 2006 at 10:27 AM

    Not yet. It's not far off though.

    Kinda posted it up to get some enthusiasm back and to get motivated into creating a playable.

  • de_static *RC VERSION DL* - updated 16/02

    • JamesL
    • April 8, 2006 at 11:57 PM
    Quote from RD

    Looks superb. Reminds me of a map a guy called Unreal made once (forgot the name of the map :x )spotlight stuff imho. Only thing botherin me a bit is the shadows are a bit too black in some shots. Hills in the background also a bit too dark:

    Thank you.

    Yeah, I upped the lightmap scale a lot on the brushes below those wire fences and they came out like that.

    Not ideal.

  • de_static *RC VERSION DL* - updated 16/02

    • JamesL
    • April 8, 2006 at 9:24 PM

    EDIT: 16/02/07 (Post repeated at end of thread)

    So here's the latest WIP version of the map. I wasn't sure if I wanted to release this version of it, since it's still needing a serious last layer of polish and fixing up. However I think the map needs a last round of feedback before I go for a final. (It was actually Hessi's harsh but fair post on dod_eidelweiss that persuaded me to release this).

    Known issues:

    Some texture alignment bugs.

    Model collisions.

    Some of the models need re-skinning (remaking possibly, I pretty much suck at modelling still).

    Totally unoptimised - FPS is shite in places.

    Nav mesh is rough and dirty with no place painting.

    You can escape from the map in some places.

    Some z-fighting where the tree shadow overlays hit displacements.

    Soundscapes appear broken in this build.

    Some of the overlays are a bit crap.

    All comments and crits appreciated. I am pretty much set on the layout now, I just want to concentrate on making it look nicer and fixing bugs.

    http://www.code303.com/files/maps/de_static_rc.rar

    ===================================

    Edit: Beta Download

    If the link dies it's 'cause I ran outta bandwidth.Download

    A map I started at Xmas.

    Work on it has pretty much ground to a halt since I started my new job, so I thought I would post up as far as I got.

    Feedback and suggestions are welcome.

    There are some minor bugs in the map but performance is good throughout.

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9.gif]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_03.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_04.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_05.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_06.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_07.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_08.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_02.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_09.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_10.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_11.jpg]

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta9_12.jpg]

  • The Empire (3d work)

    • JamesL
    • April 8, 2006 at 9:15 PM

    Fantastic work.

  • awp_monopoly

    • JamesL
    • April 8, 2006 at 8:49 PM

    And yet here it is.

  • de_corse *final*

    • JamesL
    • April 6, 2006 at 8:51 AM

    Stirling effort, you have greater patience than me. I would have gone nuts working on the same map for 11 months.

    I'll add it to the fragnbag server rotation. If folks can't be bothered to dl it then that's their loss.

  • Amazing Juggler

    • JamesL
    • March 30, 2006 at 1:13 PM

    That's nice n all but it's really not that amazing. None of the tricks are especially hard. There are much more complex 3 ball tricks than the ones he is using in that performance. 3 balls in one hand is not really that hard once you have been juggling for a few years. In fact he's using a reverse cascade for that 3 in 1 section which is the easiest way to do it as it minimises collisions.

    If you spend any decent amount of time juggling you soon find that it's hard _not_ to juggle in time to music that's playing.

    You wanna see some really cool juggling then have a look here Anthony Gatto ftw.

  • TES: Oblivion.

    • JamesL
    • March 29, 2006 at 4:13 PM
    Quote from Skjalg

    But I dont think this game is supposed to be played in 3rd person, not sure why they left it there, cool screenshots of swordfights maybe?

    I virtually never play it in first person, in fact I simply can't imagine the game as 1st person only, it would ruin it for me.

    re: rigs, I am running it on an AMD3700, 2x 512m Corsair XMS3200XL, 7800GT @ 1280x1024 with HDR and virtually everything maxed. It's mostly fine to play but outside, vs multiple opponents I am bottoming out at <10fps.

    That said I have not tried any of the optimisations that people have been posting up on Hard OCP or other similar sites. Not gonna try fiddling with it till I have finished it at least once.

  • geek_pacman & geek_mspacman

    • JamesL
    • March 28, 2006 at 12:51 PM

    Great stuff.

    cs_pacman was a very popular map on our 1.6 servers, it will be nice to finally add a good version of the map to the source ones.

  • cspy_vent00 1 & 2 model NEW! : download link inside

    • JamesL
    • March 28, 2006 at 9:26 AM

    Good work once again Vivi.

    /snags

  • Idiot Proof Normal Mapping

    • JamesL
    • March 28, 2006 at 8:56 AM

    Cool thanks for sharing. My normals often turn out looking a bit pony, so I'll give this way a try.

  • TES: Oblivion.

    • JamesL
    • March 27, 2006 at 9:00 AM

    Had the game 48 hours, racked up 30 hours gameplay so far

    It does suffer for being developed for console primarily, but beyond that I think the game is awesome. Conversly to what has been said above, I have been finding the game more challenging to play than Morrowind. I have yet to find any really decent items and have gotten my ass kicked more times than I care to mention.

    Much like I did in Morrowind, I have totally ignored the main quest and at the first opportunity I just picked a compass direction and started wandering. I don't know whether or not this has given me a different impression of the game to other people, but I certainly disagree with the shallow lake analogy. I really don't know what kind of depth folks were expecting, it's certainly deeper than any other RPG of its type out there, though I do believe you need a chunk of imagination to play these kind of games in the first place, to fill in the blanks as it were. As with Morrowind, and Daggerfall before it, you kinda get out what you put in.

    So anyways now it's monday morning and I am seriously thinking of doing some last minute holiday booking so I can get back to the game. I think that says it all

  • Revolution Gets Cooler

    • JamesL
    • March 24, 2006 at 5:02 PM

    Emulators don't (generally) run on console very well tho do they. I am the exception amongst the gamers I know nowerdays in that I play predominantly on PC. Most folks don't, so no they haven't heard of emulators and yes it is very cool for them.

  • So I was browsing around my hdd

    • JamesL
    • March 24, 2006 at 9:41 AM

    You should definitely try and finish the map. It's a great example of how a low poly environment can still look way cool, and would be great on a portfolio.

  • ns_lucid

    • JamesL
    • March 24, 2006 at 9:34 AM

    Very nice for a HL1 map. Really liking the brushwork and mood of the map. Good stuff.

    Personally I am with you, high contrast lighting kinda irks me, but then when it comes to lighting I am pretty tasteless. It's always that hardest part of any map for me.

  • Revolution Gets Cooler

    • JamesL
    • March 24, 2006 at 9:26 AM

    Heh Nintendo really do have their heads screwed on don't they. I work for Sony and I am more excited about the Rev than the PS3 (don't spread that around tho)

  • awp_monopoly

    • JamesL
    • March 20, 2006 at 9:24 AM

    TYVM

  • Beyond Good and Evil 2

    • JamesL
    • March 16, 2006 at 8:39 AM

    BGaE, whilst having great production values and a good many other things going for it, just never grabbed me. Tried to get into it a few times but it just never really worked for me, it was just a bunch of stuff that happened and was forgettable 2 minutes later.

    I'm tasteless I guess

  • awp_monopoly

    • JamesL
    • February 28, 2006 at 1:57 PM
    Quote from Kosmo

    Idea is a perfect ten, Do not pass go, do not collect 200 dollars.If you guys have the time, I would recommend that you take the time to remake the board texture, it wouldn't be that hard to whip up something like that in Illustrator or InDesign.

    The board is currently 4 x 1024's made from the highest res piccy I could get of a monopoly board. Would be nice to increase the res a bit further but I doubt I will be arsed to do it.

    The map was meant to be made in a single day for the fragnbag servers but spiralled into a couple of weeks work using up every spare second of mine and Vivi's time. In retrospect there are certainly things that could have been done better on the map (textures, overbright LDR lighting?) and Vivi has already kicked my ass for my sloppy brushwork, but I think I will carry the lessons learnt into the next map rather than revisiting this one.

    Cheers for the suggestion tho

  • awp_monopoly

    • JamesL
    • February 24, 2006 at 9:37 PM
    Quote from Schmung

    Sweet. An AWP map thats actually had time spent on it to make it look nice. Two thumbs up from me. Could change it easily enough to other localities just by changing the vtfs or whatever couldn't you?

    Possibly, tho all the custom content is bspzipped into the map.

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