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Everything posted by Campaignjunkie
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I reckon it just means the director will have an I/O hookup with a func_precipitation, a toggleable "clouds" prop_dynamic in the skybox, maybe a trigger_wind too, and will change the HDR / color correction. Boom, "dynamic weather."
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Yeah, this feels like a weird (and rare) misstep on Valve's part. But I've gotta hand it to them... the South is inherently funny and interesting, so kudos on that design choice.
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(There's some really weird shaking going on that I don't understand, but I'm too lazy to troubleshoot it. I guess he's just feels really really cold and he's shivering.) Getting all my publicity stuff together, then going to start semi-episodic release (each week for 3 weeks?) starting about midway through June, once E3 is over and the blogs will actually care enough to post about some crappy HL2 mod some guy made.
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For Hammer, there's probably all kinds of Ep3 stuff attached to it that they have to decouple for the SDK release. Which is maybe why it took so long for essentially a non-update. Shrug.
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Chainsaw motorcycle.
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So you're talking about baking light maps into the models? Hm? I think there's support for it, (maybe?) but it's pretty weak / not very good looking. I read somewhere that the guys behind Zeno Clash had to code in support for light-mapped props themselves via a 2nd UV layer or something (they didn't use brushes) - which sounds like what you need... which means it's probably not in the SDK if a licensee had to do that, much less a modder.
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I want to know more ^^ If you need more testers I'm up for it. DvS (and anyone else for that matter) - PM me your e-mail address if you want to test... well, with the intention of e-mailing me back some feedback using your keen sense of level design. (Though lately I've found sitting down random friends and watching them, aka the Valve method, is strangely compelling and also horrifying.)
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Almost done with part 2 (of 3) of my single player project. Sending it out to beta testers this weekend, most likely. It feels good to nearly be done with it... until the testers point out how terrible it is and how I'll have to redo everything.
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All this FacePosering and lip-syncing is surprisingly straightforward - well, after you spend a few hours trying to figure it all out.
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http://www.hylobatidae.org/modmatic/?ac ... info&id=20 A review about a Guildhall mod that kind of turns into a "how to structure your mod" post. I think, by and large, and the biggest problem with teams is being too ambitious. I mean, we still get these mods with zBrush sculpt renders of some random NPC dude #04 - but you don't have the time, the attention span, or the resources to do sculpts of every new NPC you're putting into the game, to match commercial projects... Less graphics, more gameplay and design.
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If any of you'll be around before the 23rd or after the 28th, feel free to stop by Berkeley and visit me... Or not.
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I don't think it's so extraordinary in Japan though, to make personal "sacrifices" for the company - my sister-in-law still feels a sort of loyalty to Toyota, for instance, and I think I've even heard of (maybe exaggerated?) stories of execs committing suicide for dishonoring companies. My point is, I think a lot of Japanese gamedev execs are going to do this, I don't think it's a strictly Square Enix thing. Blah blah blah.
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Much Madness is divinest Sense -- To a discerning Eye -- Much Sense -- the starkest Madness -- 'Tis the Majority In this, as All, prevail -- Assent -- and you are sane -- Demur -- you're straightway dangerous -- And handled with a Chain -- Going for kind of a "dirty untextured" look with emphasis on shapes and silhouettes. I had to throw some specular on the walls to make the material read as metal... I hope it's interesting enough visually. I'm trying to stay away from traditional realism with my work now because (a) I can't compete with titans like warby / hessi / other people who make my e-penis even smaller, and (b) it's less work for me and I can claim laziness as style. (Also, I'm not using any contrasting yellow / orange on purpose.)
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I already thought 2.5 hours was too long, especially when it takes - what, a minute to compile and see it in-game? *shrug*
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Alright I have to leave early but here's how far I got in about an hour - dm_angus. Kind of generic-y, but I just kind of did what came naturally. Plus I rarely use the Arch Tool, so that was interesting.
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Don't tempt me.
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Sooooo next week is going to be Source, right? (I don't think I can suffer through another GoldSrc session with not being able to select things in my 3D view)
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contest rebirth: rise of the mapwars
Campaignjunkie replied to Sentura's topic in Past Contests / Challenges
dm_shipwreckedlake, don't ask me how the ship got there -
contest rebirth: rise of the mapwars
Campaignjunkie replied to Sentura's topic in Past Contests / Challenges
I'm not sure how we're doing voting, but I think warby's was the most interesting even though he's technically disqualified for taking so long. Cool stuff everyone and good job! -
dm_shipwreckedlake http://www.radiator.debacle.us/dm_shipwreckedlake.zip
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contest rebirth: rise of the mapwars
Campaignjunkie replied to Sentura's topic in Past Contests / Challenges
I still have them... somewhere. I'm not sure if I want to upload it though - PV, wherever he is, would hunt me down and destroy me. (And technically us ex-NW mappers would have an edge, knowing the textures already) -
Turn every group of "rock" entities into a template, and then spawn instances of that template; you could parent the trigger_look and the func_button to the rock, and when it spawns the game will automatically increment the entity names so that instances don't conflict... See here: http://developer.valvesoftware.com/wiki/Point_template ... or did I misunderstand the problem / question?
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contest rebirth: rise of the mapwars
Campaignjunkie replied to Sentura's topic in Past Contests / Challenges
Okay guys it's an hour, you'll have time to build one trim-tastic ornate building / structure at most, do textures really matter that much? HL WAD all the way!! -
contest rebirth: rise of the mapwars
Campaignjunkie replied to Sentura's topic in Past Contests / Challenges
I'll try to do both dates. (re: engine, I think most people have Source SDK setup already so I think we'll have to use that; who still has a GoldSrc VHE setup anymore, really?)
