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Posts by mr.P

  • [TF2] DEWM

    • mr.P
    • May 15, 2017 at 11:34 AM

    thanks all, :)

    I'm curious ab the "sudden" source 2 interest considering i made this map that I posted here a few years back, which pretty much follows the same workflow as this, guess interest has grown over the past ~3 years since the source 2 alpha tools were released,

    regarding this self explored workflow, I prepared a long post, but forgot to post it, and now its gone :( ...the gist was:

    1. make a map in source sdk 2. import it into source 2 hammer (it reads vmf and uses the same units) 3. build your props to fit the map (just like source hammer; s2 hammer can't export mdl so a 3rd party application is needed) 4. export your props as fbx and import into a application that can export smd/mdl, like blender (free), xsi (free), maya, 3ds or modo 4a. fbx saves uv coords, but its not possible to uv unwrap/island for baking in s2 hammer, that's done in a 3rd party application 5. export to smd/mdl (if you have a qc compiler) and bring back to source sdk

    valve.developer is the place to go for documentation, dota2 tools and destinations tools ...mixed with your own curiosity and creativity! (but I'm pretty sure there will be tutorials on youtube etc once there is enough incentive to make em)

    I'll quote myself from two years ago and say the source 2 hammer is still "awesome"! and if you haven't tried em I think you should!!

    note: there is nothing special with this workflow, I've used maya/max for the past 15 years, but found this more enjoyable, hope it helps, if you have specific questions I'll try and answer them, thanks

  • [TF2] DEWM

    • mr.P
    • May 9, 2017 at 11:03 PM

    Decided to make a tf2 map,

    This is DEWM, a king of the hill experiment in Team Fortress 2; set on my favorite red planet; on this planet there is a facility, this is where you fight!

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…619A27C428672F/]

    Here is a short video:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Here are some more screens:

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…D7431B63F832E6/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…C546A3CE61AA05/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…06914B3647DB7D/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…5413703C7C0E6E/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…82521CAE5DFF72/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…97F12E761912D7/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…A2BB74C90AC565/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…6A25D2F8422578/]

    I used Source 2 hammer to create the props, ended up making 100+ props, including animated, dynamic and static models, each prop was timeboxed to ~1h The name suggests "DOOM" but I mostly used Overwatch as inspiration for the props, setting and style; whilst keeping it tf2 styled...this is a 80's retro inspired sci-fi map with pipes, wires, glass floor and jump pads, custom content from top to bottom,

    If you want to test this map you can download it here: http://steamcommunity.com/sharedfiles/fi…s/?id=873248180 If you want to use these props you can download them here: https://tf2maps.net/downloads/dewm…sset-pack.3903/ If you want to use this map/props in SFM you can download it here: http://steamcommunity.com/sharedfiles/fi…s/?id=890128859

    PS. The map looks better in game, D;

    Enjoy,

  • WIP in WIP, post your level screenshots!

    • mr.P
    • February 10, 2017 at 10:17 AM

    been a while since i posted anything here, here are some wips from a sci fi map for tf2, we have played it a lot over at tf2maps.net, a ton of more screens here: http://steamcommunity.com/id/invalidnick/screenshots/

    spawn room

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/172663186560019764/5ABB2E9E1306C30867949E40F072A49E29B1221B/]

    team connector outside of spawn,

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/172663186560020273/0BE93A33D7EE2C13F393CDE0D32F621390BA19A7/]

    vent,

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/172663186560020802/729E655C5D9B6A41F839BB49AB90B3B76CE38BB5/]

    middle, control point,

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/172663186560021339/99DC90333AFCE6857695DD16E8FF63097790AC99/]

    subtle hell area,

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/172663186560021885/ABB5CF3760F65047866EC0FA191B58135589FD9E/]


    edit, forgot to add the screens...so silly

  • de_colosseum [WIP]

    • mr.P
    • June 13, 2016 at 12:45 AM

    looks cool

  • de_oakwood

    • mr.P
    • June 12, 2016 at 11:56 PM

    the name is cool

  • Destinations Workshop Tools (Source 2 Hammer)

    • mr.P
    • June 12, 2016 at 11:22 PM

    http://steamcommunity.com/sharedfiles/fi…s/?id=700952986

    nothing to do at lunch,

    pampers, its köttkakor soon :)

  • WIP in WIP, post your level screenshots!

    • mr.P
    • December 13, 2015 at 5:49 PM

    been slacking the past few weeks, jc3 release n all that etc,

    got a few shots of my tf2 map (also posted elsewhere), overall it's coming along, been hitting all types of source engine limitations, so been busy converting brushwork to models...nothing fancy but it has been refreshing (trying) adopting to a new art style,

    was hoping to hit the date for a community holiday event with this map, but with the current speed I'm looking to release this later....erm...next year :)


    ggs

  • Just Cause 3

    • mr.P
    • December 1, 2015 at 9:51 AM

    and we are live :)

  • WIP in WIP, post your level screenshots!

    • mr.P
    • November 25, 2015 at 8:36 PM

    started working on a tf2 level, using some textures by Daskaren that we made for our little dota2 project, there is a dl link to a test version of the bsp in the status bar,


    ...ps, got a cs-map in the works too, and it's pretty much ready to be playtested, but...payload is so much fun! and jc3 is coming out soon, so been busy etc,

  • WIP in WIP, post your level screenshots!

    • mr.P
    • November 23, 2015 at 9:39 PM
    Quote from geX

    Latest WIP from Doom 3: Phobos

    When you still have areas to build, and you played SOMA

    [Blocked Image: http://tfuture.org/media/federal.png]

    looks awesome

  • Mad Max

    • mr.P
    • November 23, 2015 at 9:38 PM
    Quote from blackdog

    Thank you very much for taking the time to look at this and sSorry for not getting back... but it's been one of the worst weeks ever.

    My nVidia panel says my drivers are up to date v.358.91... although as soon as I powered on the computer there was a notification of new drivers and i read v.359 :?

    If the problem doesn't go away is there a preferred way I should report this to Avalanche?

    checked around, does not seem to be any updates that might have caused this, can't remember what drivers I run, but I'll try the version you are running next time I get the chance,

  • Mad Max

    • mr.P
    • November 19, 2015 at 8:38 AM

    @blackdog

    tested around a little, could not find any issues, :(

  • Favorite map in any game

    • mr.P
    • November 18, 2015 at 11:07 PM
    Quote from (HP)

    <---- I have it's name right here under my avatar! xD


    [Blocked Image: http://img2.wikia.nocookie.net/__cb20111028083032/quakelive/images/0/0b/Campgrounds.jpg]

    this, and q1dm6, hldm: stalkyard, ironyard, rapidcore, homeoworld (ofc duuuh :)), boot_camp,and fling, ut: turbine, and that skyscraper map, other: pl_upward, dod_avalanche is also a beauty, dust2, assault, and pretty much all original ns maps, like ns_hera etc. the jc2 map,

    ...and that rainbow level in mario cart,

  • Mad Max

    • mr.P
    • November 16, 2015 at 10:50 PM
    Quote from blackdog

    Anyone playing recently?

    I launched it today and was having horrible performances, after I managed to play thorugh the complete game at solid 60fps, now it's at 35 at best, performing even worse when indoors!

    @mr.P do you by any chance know if there have been problems with the latest patch? Has the game been forced to a lower fps? Or with problems with drivers? (I remember that like a week ago nVidia screen came up and installed updates)

    hmmm, I'll ask around, what drivers are you on?

  • WIP in WIP, post your level screenshots!

    • mr.P
    • November 14, 2015 at 11:44 PM
    Quote from JaCuS

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/685970520135905299/348586D9D6E3C0438FD122CAFE76940B3ABBFF7C/]

    looks good,

    I'd change the corner trim to something that matches the foundation stones more, and cut the depth of the window trims to a 1/3, perhaps subdivide the roof and add some details; like this http://images.akamai.steamusercontent.com/ugc/5182594628…D4C2F05775E002/

  • Call Of Duty Black Ops 3

    • mr.P
    • November 6, 2015 at 2:05 PM
    Quote from Zyn

    https://community.treyarch.com/community/trey…ps-3-pc-in-2016

    Awesome if they keep their promise and it actually happens, buuuuut we've heard the same thing before...

    will be awesome! :)

  • WIP in WIP, post your level screenshots!

    • mr.P
    • November 4, 2015 at 10:57 AM

    finally got the camo net shadows to work, remade A bombsite

  • heat2

    • mr.P
    • November 3, 2015 at 8:53 AM

    did some minor adjustments to the layout, the mid is more open, moved t spawn, added some platforms at B, made a few halls/streets more narrow...


  • DE_SANTORINI

    • mr.P
    • November 2, 2015 at 7:06 PM

    dude this is one impressive map! very well composed!

  • heat2

    • mr.P
    • October 30, 2015 at 2:19 PM

    did a playtest with /r/globaloffensive earlier this week, the feedback was great and really helped out, I still got ~8 more hours of demos to watch but the takeaway was T/CT timings to A; so decided to shuffle around A site a little bit, mainly decreasing CT timing and increasing T timing and adding some covers, the top of the hesco barriers is also reachable by a ladder on a new fuel prop,

    current placement of CT/T spawn is a little wip, I will probably redo T start to make it feel more unique, also going to open up mid a little bit more and add a balcony at B and some more covers on the streets, but that's for a future update

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