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Everything posted by Campaignjunkie
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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.
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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!!
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He says "selection" - it's just that Bay Area accent slurring the "L" sound.
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I, uh... I think it works...
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Well that's what "$basealphaenvmapmask" 1 is for. So, I would just use seperate spec files to save time and headaches.
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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.
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Is the performance hit associated with lightmap scale really that bad? Hell, I rarely go below 8 units per luxel.
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[Source] Model compiling never seems to 'work' - help please
Campaignjunkie replied to amckern's topic in Level Design
I don't really know what's wrong with your model, but I'll just say that I'm rather fond of guistudiomdl -
http://www.game-artist.net/forums/showp ... stcount=74 Try chamfering the edges so that the normal map can catch some of the depth.
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Sorry for cluttering this thread; I'll make this quick. Screw you, Benny-boy!
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Yay ferret!
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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
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Uhh it says "Torque" in the screenshot... if I'm not mistaken.
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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...
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There's a 3000 car video too, but in my opinion it's not as "fun" as this 1K one.
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Speaking of porting to other games... Could I port these to Source, Blaz? I really want to make a map with them.
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Have you tried fiddling with the spawn flags? http://developer.valvesoftware.com/wiki ... sics#Flags Maybe "Start Asleep" or something like that?
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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.
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SVN directories being picked up by Hammer. Fix?
Campaignjunkie replied to Defrag's topic in Engine Discussion
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? -
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.
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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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Oh, I just remembered - Grandia 2, if you're into RPGs. The story is somewhat mediocre and the characters aren't exactly memorable, but the fights are excellent. I remember purposely attacking monsters just to fight again - it was that good. Skies of Arcadia is good too. Kind of repetitive at times, but entertaining for the most part.
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Dreamcast - the last console I bought. T'was awesome. - Jet Grind Radio (it had an inferior sequel on X-Box called Jet Set Radio Future, the original on DC is much much better - definitely my favorite DC game) - Ikagara (sp?) (top down shooter, really cool) - Samba de Amigo (only if you can find the maraca controllers!) - Power Stone, Power Stone 2 (fantastic game for parties) - Marvel vs. Capcom 2 - Dynamite Cop (Streets of Rage-style arcade game, spiritual successor to Die Hard Arcade. Super awesome.)
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Oh man. Could I convert those to Source when you're done? I really want to make a map with those. As Ferret said - it's NS on crack.
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I played the HL1 demo a bit. It was fun... that is, if you knew what to do and had a strategy. Here's how the HL1 gameplay worked, as I saw it: Every player is assigned another player target to kill. First, you have to find out who he is. To get a player's name, you have to +use them. Once you get their name, you can follow them throughout the ship and eventually kill them. So, you +use them and kill them, real easy right? The thing is, there are a bunch of AI bots on the ship as well. Most people generally ignore them, because you can usually tell who's a bot and who's a player pretty easily - the bots rarely run, they walk in straight lines, they rarely strafe, etc. Thus, the challenge actually lies in blending in with these bots, so that your would-be assassin (or possible target) ignores you and assumes you're a bot. You walk in straight lines, you turn really slowly, etc. Human players will make a mistake and run too fast, or turn too quickly - at which point, you carefully trail them back to their cabin... and when they're asleep... POW! .. While I'm sure there are other play styles, that's what intrigued me when I played it. It's kind of like being a spy in TFC. You have to play towards other player's expectations and deceive them. There's a lot of "player psychology" involved... if you actually play for more than a few minutes instead of judging it solely by the screenshots. I'm not sure if I would pay for it, though.
