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Posts by mr.P

  • WIP in WIP, post your level screenshots!

    • mr.P
    • September 7, 2015 at 11:14 AM

    another minor update, this is the middle market, the stair in the middle of the screenshot takes you to the upper market entrance,

    I need to flip some normals and work some more on the textures, was hoping to play around with the "new" phong shader for brushes, but as of right now I've skipped spec on all materials to keep the file size down...

  • Mad Max

    • mr.P
    • September 7, 2015 at 9:10 AM
    Quote from blackdog

    Can you please petition for a patch for configurable pad controls? I don't understand why the jump is on the left trigger and the aim is on the left button o.0

    I'll ask

    Quote from TheOnlyDoubleF

    Yes I totally agree. Wtf happened on gamepad mapping guys???

    5 hours playing it today and I just have to stop playing 'cause my eyes are burning like the fire coming out of the exhaust pipe. Great game so far, I'm loving it. I'm the typical "achiever"/"killer" type of game so it's just perfect for me. The realy managed to turn a desert into a great playground.
    Graphics are amazing and I'm just in High quality settings.

    I wish we could go further into the car customization, I don't feel like it's MY car. More parts and colors. Why isn't there car parts crafting? (maybe further in the game I don't know yet). The way you unlock and upgrade your car is just linear and I can't understand how to get the best car but to buy the next part level :/ The game's focus is about the car but I feel like we could have more possibilities the give the keys of a deeper customization.

    yeah I know, CS:GO/Dota2 etc has set the bar at a good level in terms of personal customization, wish we had more in MM, I'll ask

  • WIP in WIP, post your level screenshots!

    • mr.P
    • September 5, 2015 at 7:41 PM
    Quote from Bodd Jonar

    That looks sick Any WiP thread?

    this is my wip thread ;)

  • WIP in WIP, post your level screenshots!

    • mr.P
    • September 5, 2015 at 1:46 PM
    Quote from kinggambit

    Nice! I got excited for bit when I thought it was going to be an ancient egyptian tomb environment but looks nice nonetheless.

    Wasn't surprised my unpolished build didn't make the contest cut, but damnit I'm still gonna make an Operation-worthy map one day! If anyone has feedback on what I need to fix about my map's aesthetics, I'd appreciate it a lot!

    [Blocked Image: http://i.imgur.com/BdlCAdL.jpg][Blocked Image: http://i.imgur.com/GkQjnMU.jpg]

    [Blocked Image: http://i.imgur.com/Oss8zfj.jpg]

    Workshop page for more screenshots: http://steamcommunity.com/sharedfiles/fi…s/?id=453634612

    thanks,

    tried dynasty with bots, it's a cool theme, at first I thought it was a Japanese temple, after reading the description I understand that it's suppose to be a Korean temple,

    there was a lot of stairs, and kinda reminded me of some cs:s map that I've forgotten the name of, here are some fast thoughts in no particular order:

    - simplifying the layout a wee bit and merging together some areas to create larger courtyards, find a theme for each area,

    - b-site was a little confusing at first, but cool once I found it, I'd consider keeping B-site inside and turning A-site into a outside courtyard,

    - switch up the colors of the white walls for variation, like yellow/red

    - more contrast in the lighting, either dark outside and bright inside, or the other way around, right now it feels very generic, as a fast simple test - add the lights/cc etc from dust2 and use one of the cs:go day-skyboxes

    - add a big fat budda somewhere, or something similar to http://www.fotothing.com/photos/46b/46b…de64d238ff6.jpg

    - spend your poly budget on roof tiles, http://blogit.jamk.fi/kimchiland/files/2011/04/IMG_1219.JPG

    - use more displace (for all outside ground/stairs and walls faces), blend stone walls with moss and sand

    - make a cool looking 3d skybox with vue (or similar),

    - find some good inspiration, I'd consider using pictures like this https://www.colourbox.com/preview/237853…south-korea.jpg and base all textures/models/theme/lighting from it,

  • WIP in WIP, post your level screenshots!

    • mr.P
    • September 4, 2015 at 10:08 AM

    some heat-remake progress,

    trying to find a decent looking style for the middle area, its suppose to be some kind of market, this is the entrance,

    some inspiration...

  • Mad Max

    • mr.P
    • September 4, 2015 at 9:17 AM
    Quote from dux

    Is anyone from Avalanche on here? I just wanted to say amazing job guys, fantastic game and a fantastic PORT. WB and Rocksteady could learn a LOT from you guys.

    thanks, think we have at least one or two here, me being one of them,...after a few years of hard work its nice to see it released!

  • de_nadir

    • mr.P
    • August 26, 2015 at 2:36 PM
    Quote from laerth

    I just released a big update to de_nadir with a simplified layout, better textures, and a revamped B bombsite. Really curious to hear what you guys think. Thanks!

    dude looks epic as fuck! some sweet brushwork right there!

    love the theme, will need to take it for a spin


    the one thing I'd consider would be to remove all lights (but keep the props) and have everything lit by daylight, especially in the bombed out building it kinda breaks the illusion of the lights still working while the roof is rip :)

  • [CS: GO] What tools/programs do you use?

    • mr.P
    • August 22, 2015 at 5:24 PM

    here are the tools I use for creating textures (in no particular order): maya, vue, GCFScape, VTFedit, photoshop, nDo2, notepad++

    I really like the nDo2 plugin, super easy to use/understand and cheap! would also recommend getting GCFScape to brows cs:go materials and check out how they have setup things - its pretty much a must

  • What's going on with your life?

    • mr.P
    • August 22, 2015 at 5:05 PM

    lil update: recently back from vacation in charleston (absolutely amazing town), releasing mad max in a few weeks, releasing jc3 later this year, doing some minor stuff in source1/2, going back to swe in a few weeks (moose hunting starts! weee) :)

  • WIP in WIP, post your level screenshots!

    • mr.P
    • August 21, 2015 at 6:26 PM

    trying to make a decent looking backdrop, probably needs a wee bit of color/fog tweaks to look good, also added some graffiti to the walls for some color, still very much wip

    will hopefully upload a new version later tonight, have a nice weekend :)

  • WIP in WIP, post your level screenshots!

    • mr.P
    • August 7, 2015 at 5:07 PM
    Quote from kinggambit

    Honest newb question here, Can you explain what you mean by normalizing textures? Do you mean trying to make the textures more consistent with each other?

    yeah, what you are saying - more or less try to make them fit together a little bit more, for example the stains on some of the textures pops too much etc. also add normals and spec, some models are 512-2048, so they might need to be upped or down rez etc...so trying to make it feel like a real place,

    attached a ref pic i've been using


  • WIP in WIP, post your level screenshots!

    • mr.P
    • August 4, 2015 at 9:57 PM
    Quote from Vaya

    Is the building to the right one big prop? why no self-shadowing under the balconies? :S

    good point, thought the ssao would take care of that, but realize that it might not affect models (in s1) which is too bad, right now all windows, balconies and other arches share the same texture, baking the ao would make it look nicer but also add to the file size, ...but haven't really started looking into visuals yet, so shadow distance might be set very low etc, agree that it looks fairly flat and boring :)

    wip version for those who want to try it out, currently set to friends-only

    http://steamcommunity.com/sharedfiles/fi…s/?id=446241636

  • WIP in WIP, post your level screenshots!

    • mr.P
    • August 4, 2015 at 3:04 PM

    soon done with the brushwork, then the fun stuff begins, like normalizing the textures, up the quality on the props, and errm...make a minimap

  • WIP in WIP, post your level screenshots!

    • mr.P
    • July 24, 2015 at 4:51 PM
    Quote from Squad

    Let us know how that works out Would be interested to learn more about that.

    Good luck on the remake! Are you going with a dusk/dawn theme or are these shots just from playing around with lighting env?

    Yeah sure, it's a quite simple process (with room for improvements), but basically the steps I've used is:

    1. Build your layout in Hammer S1 (using dev textures)

    2. Import your level into Hammer S2 (if you are building with custom textures you will need to make separate materials)

    3. Build your props (ref mesh and col) export as FBX (note, you can build a col mesh in Maya, but I think it goes faster in Hammer S2, also UV mapping is not properly saved when exporting to FBX)

    4. Import into maya, UV the prop, export with MESA-tools (far superior 3party model exporter than whats available for other tools) - guess you can import the FBX into any 3d program with exporter to Source1

    5. Add models to level in Hammer S1

    Will hopefully have a first version in a few weeks, but with the international coming up etc I'm not sure how much spare time I will have :)

    Just playing around with the lighting now, have a few cool skyboxes but the skymaterial still seems to be broken :( ...and think I'll go with a skybox included in CS:GO to keep size down, and since the last level I made was set during night I think this one will be day


    Quote from will2k

    This is awesome.

    It's happening :-D; told you last year when you started your Dota2 project that you'll spearhead the source2 development for CSGO and here we are :)

    Wooot, was that a year ago!? time flies when having fun! heheh

  • WIP in WIP, post your level screenshots!

    • mr.P
    • July 23, 2015 at 4:21 PM

    some wip screens from heat remake level for csgo, this will be my largest csgo project to date, 80-90 custom props, 20-30 new materials, also testing a new workflow using source 2 hammer to create level specific props and exporting them 1:1 to source,

    some non-sexy screens,


  • WIP in WIP, post your level screenshots!

    • mr.P
    • July 16, 2015 at 10:38 PM
    Quote from will2k

    Following my good friend Squad's advice, I further dimmed the dark bits of the cityscape; the results look much better

    [Blocked Image: https://www.mediafire.com/convkey/3063/stjahek8rbd3pvp7g.jpg]

    To get a better view of the night setup/skybox, I went ahead and made another test map, slightly more urban to get a proper feel of the skybox.

    [Blocked Image: https://www.mediafire.com/convkey/7f41/kfa03k0is85kg9q7g.jpg]

    [Blocked Image: https://www.mediafire.com/convkey/f48e/0ii5x225ktfcwu07g.jpg]


    I'm sorta getting nostalgic vibes of Deus Ex 1 ( the mission when JC Denton goes to NYC's Battery Park) :D and I like it.

    Display More

    looks sick!

    reminds me of standing on Queens side just off the Queensboro bridge, just need to add the bridge!


    can't wait to play this one!

  • You can now sell content through Steam Workshop

    • mr.P
    • April 27, 2015 at 8:17 PM

    ohhnoess...reddis is mad,

    this is the best thing that has happened since; first. the creation of Steam, second: the creation of Steam Workshop, third: the creation of Steam Greenlight, hopefully we will see a Steam Asset Store or similar, that we already have in the other engines,


    boy oh boy, wish I was 14 yo again, and launched hammer for the first time! this is the perfect time for new modders, old modders, people that havent realized they are modders to start/continue modding!

  • (dota 2) curse of river's end

    • mr.P
    • March 24, 2015 at 3:33 PM

    so, made a little level design time lapse of the development of this map, roughly one hour long (made from ~40 hours of selected footage), nothing fancy, if you are not into level design you will probably find it rather boring, it showcases most parts in creating a level...in the "new" hammer


    you fid it here:

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    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.

  • Source 2!

    • mr.P
    • March 4, 2015 at 12:07 PM

    you can import vmf into Dota 2 Workshop Tools Alpha, if you use tools textures you wont have to copy paste materials

  • (dota 2) curse of river's end

    • mr.P
    • March 4, 2015 at 9:49 AM
    Quote from will2k

    Pretty impressive work with the new tools


    You will have a huge headstart with source2 when/if it becomes the norm for other Valve titles


    Edit: you should start writing some tutorials about the tools


    The tools are awesome! Can't say this enough, they are easy to use and extreamly efficient! I encourage everyone to give it a try! Think that anyone with Source experience will find the transition super smooth!


    Started cutting my little timelapse movie from developing CORE, ~50h of recording edited to 20 mins, that + all the original mapping VODs are probably as close to tutorials I've ever make, I'm socialy awkward with very odd humor...and a frequent user of bad words, which would put a big NSFW all over it! and from what I've seen there are already good tutorial-makers out there!


    Quote from Squad

    Great work! Was nice to see the pictures on Steam during the last couple of months and watch it progress


    The blue mailbox below looks out of place though. Is it a placeholder?


    Good to hear,

    The blue mailbox is a little out of place - been a few people wondering about it, it's not a placeholder, it's suppose to be your "homeshop" in the PvP version, i.e you buy all your items from it, so really wanted it to pop a little compared to the background, also wanted to add something to make it more goofy - or less serious, at first I was thinking of something like this: https://farm1.staticflickr.com/188/476298914_2fad7e2c86_n.jpgand having it play a little "fun" sound...

    In the DotA version it currently don't have any function, so should probably be toned down or removed

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