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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • DCIM
    • June 25, 2021 at 9:04 PM
    • #14,241

    Question: how can I fully disable runtime shadowcasting on static props? (csgo)

    In order to get adequate (sun)lighting, some roofs have been set not to cast shadows - this worked fine when the roofs/ceilings were func_brushes, but now that I'm replacing some with static props, I'm noticing that although the compiler lets light through, in-game it seems to be ignoring the tag & overlaying real-time shadows anyway

    [edit] disabling shadowdepth fixed it

  • Geno
    • July 4, 2021 at 5:09 PM
    • #14,242

    Have been working at a snail's pace on this. Discarded 2 different layouts. 3rd time's a charm. Playtested it a few times (Thanks to tophattwaffle's discord) and now doing the first art pass.@squeezitand I have been working on this for 2 years now, on and off. Hoping to get it completed soon. :) Will update when we make a bit of more progress with the details.

  • StormCatcher.77
    • July 9, 2021 at 3:34 PM
    • #14,243

    Map "The Crusher" for project "Doom 2 - Hell Unleashed" in collab with MikeyScoots. Doom 2, GZDoom, OTEX

    Spoiler

  • Jim F Kennedy
    • July 11, 2021 at 2:30 AM
    • #14,244

    Currently working on a Danger Zone map in a Warner Bros/Universal-style themepark. 'Experimenting' with verticality in a mostly-flat map.

  • will2k
    • July 14, 2021 at 5:14 PM
    • #14,245

    [Blocked Image: https://i.imgur.com/F8jHhLu.jpg]

    [Blocked Image: https://i.imgur.com/PspCT31.jpg]

  • blackdog
    • July 15, 2021 at 10:04 AM
    • #14,246

    Dat holiday feeling @will2k :)

  • will2k
    • July 15, 2021 at 12:15 PM
    • #14,247
    Quote from blackdog

    2 hours ago, blackdog said: Dat holiday feeling @will2k :)

    Mediterranean coast ftw :)

  • blackdog
    • July 15, 2021 at 3:56 PM
    • #14,248
    Quote from will2k

    3 hours ago, will2k said: Mediterranean coast ftw :)

    Is it made in Dying Light… 2? ?

  • will2k
    • July 15, 2021 at 9:02 PM
    • #14,249
    Quote from blackdog

    5 hours ago, blackdog said: Is it made in Dying Light… 2? ?

    CryEngine :)

  • blackdog
    • July 15, 2021 at 10:45 PM
    • #14,250
    Quote from will2k

    1 hour ago, will2k said: CryEngine :)

    You given a try to Lumberyard? Seen it’s becoming open source?

  • will2k
    • July 16, 2021 at 11:40 AM
    • #14,251
    Quote from blackdog

    12 hours ago, blackdog said: You given a try to Lumberyard? Seen it’s becoming open source?

    Lumberyard is just a customized fork of Cryengine.

    Cryengine is actively developed, updated and maintained; they also switched to revenue-sharing where Crytek takes only 5% of revenues generated by each game built with CryEngine, only after revenues have passed $5,000.

    And Lumberyard is owned by Amazon, another good reason to avoid it.

  • blackdog
    • July 16, 2021 at 3:02 PM
    • #14,252
    Quote from will2k

    3 hours ago, will2k said: Lumberyard is just a customized fork of Cryengine.

    Cryengine is actively developed, updated and maintained; they also switched to revenue-sharing where Crytek takes only 5% of revenues generated by each game built with CryEngine, only after revenues have passed $5,000.

    And Lumberyard is owned by Amazon, another good reason to avoid it.

    Quote from ThunderKeil

    1 hour ago, ThunderKeil said: the only thing I've seen about lumberyard is that amazon forced its developers to use it & that cost them years of development time because literally not one person liked it

    was not compelled to look into it more deeply

    Like I said, Lumberyard is just going open source and was actively developed until now, and I guess community will do further.

    Of course I trust Crytek more than anyone else with a tech coming from there, but they haven’t managed to release updates as people expected or promised.

    Wouldn’t think revenue was important @will2k, thought you were just playing with a scene not a proper game. Anyway was just interested to know since it’s the same underlying tech.

    @ThunderKeil not sure about Amazon Studios, I know there are a couple articles detailing the problems, I think I read one and most of the blame was on poor management, atm I don’t remember particular things on the tech, although I can imagine that when you try to use one engine for every type of game, you’ll struggle. Also devs get used to things so it’s imaginable that they would rather use UE or Unity. I think there was a similar problem in EA when they started using Frostbite for everything (NFS the Run was the first notable non-BF game using the engine if I’m not mistaken) and the toolset wasn’t mature yet.

  • celery
    • August 25, 2021 at 12:04 AM
    • #14,253

    Wow that looks amazing!

  • Jim F Kennedy
    • September 20, 2021 at 11:49 AM
    • #14,254

    Working on a Danger Zone map in the South Australian Riverland, still finishing off buildings/monuments/decorations along with general polish, but progress is coming along very well.

    Riverland is designed to play differently from other Danger Zone maps, with a couple of changes that'll spice up how the mode is played.

  • blackdog
    • September 21, 2021 at 9:51 AM
    • #14,255

    What are the differences @JimFKennedy? Seems to not have the raised central area like other maps but can’t tell much from the shots

  • Jim F Kennedy
    • September 21, 2021 at 12:49 PM
    • #14,256
    Quote from blackdog

    2 hours ago, blackdog said: What are the differences @JimFKennedy? Seems to not have the raised central area like other maps but can’t tell much from the shots

    Yeah the shots were specifically to show parts that were finished, there is a 'raised central area' but its not really worth showing yet.

  • blackdog
    • September 21, 2021 at 3:55 PM
    • #14,257
    Quote from JimFKennedy

    3 hours ago, JimFKennedy said: Yeah the shots were specifically to show parts that were finished, there is a 'raised central area' but its not really worth showing yet.

    Cool ? haven’t played CS for an long time, DZ even longer, but still I’m curious what are the differences from the standard meta you were alluding to ?

  • Jim F Kennedy
    • September 22, 2021 at 12:17 AM
    • #14,258
    Quote from blackdog

    8 hours ago, blackdog said: Cool ? haven’t played CS for an long time, DZ even longer, but still I’m curious what are the differences from the standard meta you were alluding to ?

    These 'differences' are still to be integrated, but they are just small changes to functions like tablet blockers and hostage zones.

  • SirSnail
    • September 24, 2021 at 9:21 PM
    • #14,259

    Haven't posted anything on the site yet until I got to a certain level, small Wingman map for CS:GO.

    It's an overgrown castle on an island because that's just the direction it took but I think it looks neat.

    Still working out the textures so it'll look (hopefully) better.


  • SirSnail
    • September 25, 2021 at 3:16 AM
    • #14,260
    Quote from ThunderKeil

    4 hours ago, ThunderKeil said: @SirSnail

    Looks great, though I'd suggest moving the buoys a bit farther from shore - they kind of mess with the perceived scale, sort of makes it looks like a snowglobe if you know what I mean

    Well - unless that's what you were going for of course, in which case chef's kiss

    Yeah still need to change a few more things, working on the 3D skybox as well which is probably where I'll put them but for now it's a funny death tripwire

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