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Everything posted by JamesL
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Fantastic work.
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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.
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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.
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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.
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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.
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cspy_vent00 1 & 2 model NEW! : download link inside
JamesL replied to General Vivi's topic in Level Design
Good work once again Vivi. /snags -
Cool thanks for sharing. My normals often turn out looking a bit pony, so I'll give this way a try.
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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
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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.
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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.
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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.
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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)
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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
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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
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Possibly, tho all the custom content is bspzipped into the map.
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Perhaps that's why I didn't tell you Vivi.
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The board is a German version because it was the higest res picture I could find via google images. Also it has some fascinating history. It dates from 1936, just before WWII began (check out the values of the properties in Reichmarks) and is one of something like 400 that were made at that time for the German market. Apparently virtually all the other remaining sets were destroyed during the war when the allied forces bombed the crap out of large parts of Germany, so the board is pretty much one of a kind. After spending a while looking for a good image source then finding this and reading it's history, it really fascinated me and I simply _had_ to use it. I was also trying to get hold of some images of the cards and money that went with it, so I contacted the guy who has the board via e-mail. Sadly he said he could not supply me with hi-res images of it. I guess he was worried about people making replicas or something along those lines. Anyways, that's why the board n cards don't match
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awp_monopoly inspired by the 1.6 map of the same name remade for source by: JamesL & Generalvivi map & textures - JamesL models & lighting FX - Generalvivi Construction - 2 weeks Compile Time - 10 mins BSP zipped size - 22meg LDR/HDR - enabled Spawns - 24 Weapons - awp / deagle / knife Set mp_roundtime @ 2 mins Set net_maxfilesize @ 25meg board is a 1936 German edition cards are 1936 US edition Download from iwannamap.com filefront Generalvivi.lawgiver.us fragnbag.co.uk
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Those first two shots really remind me of the kind of atmosphere created in System Shock 2. Specifically the Arboretum deck about half way through the game. That's a good thing btw, SS2 is one of best games of all time imho.
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Apologies for a slight de-railment but I wrote a post on 'lopers a while back about getting fog to blend nicely n thought it might help you. This was pointed out to me by one of the artists here at work as a painless way to get effective in-game fogging set up, both in the map itself and in the 3D skybox, with a seamless transition between the two. Add a fog_controller to your map Add a skycamera to your 3D skybox (you should have one already) Run your compiled map in the engine, and in console turn on; developer 1 sv_cheats 1 fog_overide 1 fog_enable 1 fog_skyboxenable 1 (to edit the skybox fog) Now you can use these commands to setup and change the fog. fog_color (R G B) (the colour of the fog in-map) fog_colorskybox (R G B) (the colour of the fog in the skybox) fog_end (where the fog in level ends) fog_start (where the fog starts) fog_endskybox (where the skybox fog ends) fog_startskybox (where the skybox fog starts) Play with all these values and you can observe the effects in real time, 'on the fly' in the engine. Sort out the values that give you the most effective fogging and blend between the map and skybox, then note them all down on a pad. Once you have these values noted down quit back to hammer and plug the values into you fog_controller and sky_camera respectively. THere are some more fog-related variables you can play with too though I can't remember them offhand. Try a find fog in console to locate them. /James
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Monopoly was all ready for release n then my PC suddenly went boom as I was about to FTP it up to webspace. Reckon the map is cursed with all the grief it has caused us...
