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Everything posted by Campaignjunkie
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Lousy screenshot quality, but it's still kind of recognizable. Ahhh, memories...
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If you actually finish the maps, then you can't keep posting screens of them. Duh.
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The screen looks sharpened quite a bit, but I guess that's common practice now. I really like the light colors and that floor texture though.
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Oh, well I don't! Funny how that works. "Keep the light colors segregated! Segregation now, segregation tomorrow, segregation forever!" (okay, maybe that was a little overboard, I think I'll go back to my cage now...)
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I like the structure, but I think the lighting needs some changes. When the yellow light mixes with the blue window light on the floor, it gets kind of busy-muddy-weird looking. Maybe turn off a few of the hanging lights or something. More props - more props - more props!
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I think the rock is pretty good (maybe too bright and over-exposed?), but the sand is kind of blotchy - it's difficult to tell it's sand. Not so sure about the paleness on the edges of the sand-road either; is that what actual sand roads look like? I'm sure you'll fix them up though, your HL1 gingerbread house rocked!
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I would remake Backalley or Thunder if anything - most of the textures and props you need are already in place, even as placeholders. Plus, you know there's not much chance of Valve or Turtle Rock remaking it themselves.
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Cool drawings! I like the house especially.
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It's been a while, but I finally have something to show! Huzzah.
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I was watching the video game presentation on C-Span, by Senator Lieberman and the National Institute of Media and Family a month or two ago. Their argument isn't that violent video games will cause players to mimic the behavior. It's that it will desensitize them to this kind of behavior, especially since they're actively pushing buttons to make it happen on the screen. Kids won't start killing female prostitutes, but they'll objectify women more. The scientific evidence isn't very compelling though - all that's proven is that players become more alert and aroused, which can really lead to anything or nothing. Developmentally, it helps a lot with critical thinking and hand-eye coordination though, especially with complex games like GTA.
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Looked fun. I think I recognize one of the wall textures at the end from Mayang, specifically this one.
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Randomly does / doesn't work for me. I just use "-smooth" in vrad.
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If you haven't already, put an env_fogcontroller in your level. With it, along with fog, you can set a "Maximum Viewable Distance" that VIS will use. It's pretty handy when used together with fog; virtually unnoticeable at times.
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Actually, there's specular preview in the editor. Not for normal maps though, since there's no lightmap view.
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Oops, guess I should check the boards more often. Well then, I think Spacer should consider uploading the pack for public consumption!
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Actually, I don't think it would be that difficult. Maybe slightly time-consuming, plugging in all the filenames and configuring the material properties, but it wouldn't be too bad. Heck, I'll do it if no one else will!
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It's a beta. You were supposed to understand that when you added "-sdk beta" to your Steam command line. Yeesh.
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http://developer.valvesoftware.com/wiki/SDK_Beta_Bugs
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"steam.exe -beta sdk" - Vastly improved model browser - Autosave - Vastly improved 2D views - Lots of other things
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I think Erik Johnson talked about this (kind of) in this interview: ... Which pretty just sums up my opinion. Mod teams have a certain delusion of grandeur that convinces them "Hey, let's copy Halo and release in about a year" or"I want my own version of Resident Evil." Call it lack of technical skill, lack of resources, whatever - in the end it's lack of creativity, IMO. EDIT: Oh, and there's always a 4th, very good mod you can map for, other than CS:S, DOD:S, or HL2DM... HL2 singleplayer. It's good stuff.
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I actually love this feature - I use the mouse-wheel all the time in Hammer. Mousewheel, Ctrl+E, Brackets = win
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I disagree. Yeah, games don't have to have great stories, but after playing through a few levels, I concluded that Quake 2 was pretty damn boring even when judged solely on gameplay. Fortunately, my opinion doesn't count for much!
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I haven't read the other posts, so excuse me if I'm repeating someone else: Do you have the TGA patch installed? Photoshop 7.00 broke alpha channel support - you need to download the 7.01 patch on the Adobe website to fix that.
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I think most HL1 doors were 80-96 units tall. Keep in mind that the player's camera is located at the chest (about 64 units high) while the player hull is 72 units tall, so 96 starts to look a little more reasonable. If you're building this for singleplayer, big doors are somewhat necessary for most monsters to fit through comfortably. So far it looks good though, the office especially. (I would unstretch that rug though, it's a little too much)
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Another picture posted, master ferret! Donner, my favorite map (visually). I actually don't really like what they did with Avalanche; the others seem far more impressive, in terms of detail and such.
