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  3. neotic

Posts by neotic

  • WIP in WIP, post your level screenshots!

    • neotic
    • March 22, 2010 at 11:39 PM

    Just some Matinee tech for my level for my thesis.

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  • Robert Yang -- Level Design... now with GDC post-mortem!

    • neotic
    • March 16, 2010 at 12:16 AM

    I was there too, what a ride!

    I concur, I spoke with Robin for like 40 minutes. Very supportive and knowledgeable. He ignored my Gears of War, looked mostly at my HL2 and a few minutes at my Fallout. Where CCCP focused almost entirely on my Gears of War level, ignored most of my HL2, and then focused on my Fallout. Insomniac gave some good tips too, mostly focused on general gameplay, but still gave a lot of great feedback. If there is one thing I learned from GDC and the Career seminars is that everyone wants different things. Thats not to say you should do whatever floats your boat, but different companies clearly make different things which require different focuses.

  • William Tyler Buser - Level Designer

    • neotic
    • March 3, 2010 at 11:15 AM

    Well cool, thanks man!

    PS. Mandate of Heaven looks awesome. If I ever get Crysis installed I'll have to try it.

  • William Tyler Buser - Level Designer

    • neotic
    • March 2, 2010 at 5:43 AM

    A question for anyone who has visited my site... I'm wondering if the link to my contact information and about me is apparent? I hope it is but having made it I can really see the page with fresh eyes.

  • William Tyler Buser - Level Designer

    • neotic
    • February 26, 2010 at 6:03 AM
    Quote from Furyo

    I'm going to point the obvious here, but the description for the Source level is copied everywhere else except for the Gears one. Either that or it's a bug.Navigation wise, I think it's a little too much. Not too sure how to word this, but it feels like it needs a bit more fresh air in between the levels once they're all expanded, and the entire layout could use a little polish. Fonts, the blue with the rollover, it all feels "low res". Not sure you catch my drift. Basically the quality of the screenshots often put the website layout to shame, and I think you could design something that make them shine a little more.

    On the technical side, I'll point again the difficulties of running lightbox on iPhones. Your choice really.

    Ahhh. It was not all HL2 text! I was working on my laptop earlier today and forgot to download the newest version of the html to my desktop! Thanks for catching that!

    I think I understand what you're saying though. I put a drop shadow on the banner/header images which makes their rollover/highlight seem bigger or less polished. So maybe I should revert them to what I had before, without a drop shadow, so that the rollover/highlight hugs the images more closely and uniform. I can easily add some "air" between the levels, I'll see what I can do on that front as well. And we're totally thinking the same thing about iPhones. I already have it set up to go to a different page without shadowbox if you're on an iPhone. Its an easy script if anyone wants to steal it from my source.

    Quote from Dark

    Where are all your old POW maps?

    Hey dark! Long time no see. Last time I installed Quake 3, some months ago, I could hardly find any of the original Prisoner of War installations... and only a few of my maps survived the merger with JB:PoW. So... sadly I don't have any backups of those maps.

  • William Tyler Buser - Level Designer

    • neotic
    • February 25, 2010 at 11:43 PM

    Cool thanks man! Yeah, I think you're right! "Awesome" not only sounds a little cheesy but I shouldn't praise my own stuff like that.

  • William Tyler Buser - Level Designer

    • neotic
    • February 25, 2010 at 8:10 PM

    Hi mapcore,

    Just put up the final screenshots on my portfolio. Just hoping to get some feedback and comments so I can improve it before GDC.

    http://www.williamtylerbuser.com

    Thanks!

  • WIP in WIP, post your level screenshots!

    • neotic
    • February 19, 2010 at 3:56 AM
    Quote from dux

    Tiberian Sun, fuck yeh!

    Wow just had a flashback... I was checking out your portfolio because you're working on Natural Selection 2 which I can't wait to get (on Steam... don't trust myself with Direct Downloads anymore) and saw dm_drift. Gosh... I remember when that was a work in progress... seems forever ago. These forums are like time capsules sometimes.

  • WIP in WIP, post your level screenshots!

    • neotic
    • February 19, 2010 at 12:56 AM

    Little ditty Gears of War level.

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    Content embedded from external sources will not be displayed without your consent.
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  • WIP in WIP, post your level screenshots!

    • neotic
    • February 6, 2010 at 1:48 AM

    This is a short walkthrough of an Alpha level I will be updating soon. With pure mapping I/O scripting I've turned the Crossbow in to a staircase/bridge/shit disturber builder, use it to scale new heights and cause all kind of hijinks! http://www.youtube.com/watch?v=XTLGjDW5ahA Youtube embedding seems to be broke.

    The barrel factory where shenanigans ensue

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/buser_mlwhitebox490018.jpg]

    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.

  • HL2 Terrain Smoothing

    • neotic
    • November 18, 2009 at 2:32 AM

    I've been mapping in HL2 as long as anyone... but I've never got an answer... or just dealt with with this problem... but it seems to me that smoothing displacements is off. Smoothing on Face Normals on a horizontally laid displacement works just fine. But I'd love to smooth out on the X and Y axises and fail every time... when you do it they vertices clump together and bulge out rather than being evenly distributed. Does anyone know a way around this or am I attacking the problem wrong? Mmh ?

  • [UT3] CTF-Citadel

    • neotic
    • June 22, 2009 at 8:55 PM

    http://www.fpsbanana.com/maps/99529

    A medium sized CTF map I made last week. Its my first UT3 map and had a great time learning. I've listed it as Beta and appreciate any feedback!

    [Blocked Image: http://img3.fpsbanana.com/ss/maps/99529a.jpg]

    [Blocked Image: http://img3.fpsbanana.com/ss/maps/99529b.jpg]

    [Blocked Image: http://img3.fpsbanana.com/ss/maps/99529c.jpg]

    [Blocked Image: http://img3.fpsbanana.com/ss/maps/99529d.jpg]

    [Blocked Image: http://img3.fpsbanana.com/ss/maps/99529e.jpg]

    [Blocked Image: http://img3.fpsbanana.com/ss/maps/99529f.jpg]

  • WIP in WIP, post your level screenshots!

    • neotic
    • June 21, 2009 at 8:10 PM

    Good question and suggestions! I need to find a way to make the distant rocks that hide the horizon blurry while making the sky distinct. Would I make the skybox smaller? I wanted to make it so that from a a base, the other base was slightly blurry. Maybe that's impossible without the bad side effects. Thanks!

  • WIP in WIP, post your level screenshots!

    • neotic
    • June 21, 2009 at 12:52 AM

    A little something I made this week.

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot00003.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot00005.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot00007.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot00011.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot00012.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot00018.jpg]

    What'dya think?

  • WIP in WIP, post your level screenshots!

    • neotic
    • May 19, 2009 at 5:13 AM

    Little something I made.

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot49.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot52.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot53.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot55.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot58.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot59.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot63.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot72.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/ScreenShot79.jpg]

  • WIP in WIP, post your level screenshots!

    • neotic
    • June 3, 2008 at 4:42 PM

    Love the blue skaky. Gang walks for the win.

    Thank zeta, proof i shouldn't post late late at night lol. I just noticed in the second picture too that one of the window frames models is lit irregularly too.

    Thanks rt, it started out as a Mediterranean villa... it still has water below the cliffs.. but now I'm toying with the idea.

  • WIP in WIP, post your level screenshots!

    • neotic
    • June 3, 2008 at 8:05 AM

    Just a little update on this forever work in progress lol.

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa130000.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa130001.jpg]

  • WIP in WIP, post your level screenshots!

    • neotic
    • April 9, 2008 at 4:38 AM

    Am I correct in assuming that increasing the values of the water_lod_control will move that black shadow-thing further back from the camera?

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa10c0003.jpg]

    And some pews!

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa10c0004.jpg]

  • Hammer broke? (I dunno where to post this.)

    • neotic
    • January 8, 2008 at 5:59 AM

    I'm a having a related problem, thought it was best to post here rather than a new thread.

    Anyways, I've been on vacation lately and I just got back. I open Hammer and it loads fine. I open a .vmf, the loading bar progress and bam, Hammer just disappears. If I reopen Hammer it asks me if I wanted to load the last vmf that didn't save correctly. If I do that it crashes again, tried this with several other vmfs. Any solutions?

  • collision model fills half of mdlviewer's screen weird probl

    • neotic
    • December 14, 2007 at 3:32 AM

    For some reason when I make a collision model for my model, for this one particular model, I get these static lines in the model viewer, as well as the collision model. I wouldn't mind them if they didn't completely negate the collision model, in game the collision model is non-existent.

    As seen here, big static lines.

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/weird.jpg]

    Those long red lines that don't follow the model are static, they go off the screen and don't change with the view.

    For kicks I just exported the actual model as the phys box and I got a halfway normal one.

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/bad.jpg]

    So I'm at a loss for what is occurring here. I've rebuilt the collision model twice and it has occurred twice. The collision model is all one object, all with one smoothing group, and with the applied material.

    Heres my .qc

    Code
    //villa_doorframe
    
    
    
    
    $modelname villa_doorframe.mdl
    
    
    $cdmaterials models/villa/
    
    
    $scale 1.0
    
    
    $surfaceprop ""
    
    
    $staticprop
    
    
    $body studio "villa_doorframe.smd"
    
    
    
    
    $sequence idle "villa_doorframe_idle" fps 25
    
    
    $collisionmodel "villa_doorframe_phys.smd"
    
    
    {
    
    
       $concave
    
    
       $mass 40
    
    
    }
    Display More

    Here's studiomdl's compile

    Code
    C:\Documents and Settings\William Tyler>"C:\Games\Steam\steamapps\wtbuser\source
    
    
    sdk\bin\orangebox\bin\studiomdl.exe" -nop4 "C:\Games\Steam\steamapps\wtbuser\sou
    
    
    rcesdk_content\tf\modelsrc\compiler.qc"
    
    
    WARNING: AppFramework : Unable to load module p4lib.dll!
    
    
    all paths:c:\games\steam\steamapps\wtbuser\team fortress 2\tf\;c:\games\steam\st
    
    
    eamapps\wtbuser\sourcesdk\bin\orangebox\tf\;c:\games\steam\steamapps\wtbuser\sou
    
    
    rcesdk\bin\orangebox\hl2\;c:\games\steam\steamapps\wtbuser\sourcesdk\bin\hl2\
    
    
    qdir:    "c:\games\steam\steamapps\wtbuser\sourcesdk_content\tf\modelsrc\"
    
    
    gamedir: "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\"
    
    
    g_path:  "C:\Games\Steam\steamapps\wtbuser\sourcesdk_content\tf\modelsrc\compile
    
    
    r.qc"
    
    
    Building binary model files...
    
    
    Working on "compiler.qc"
    
    
    SMD MODEL villa_doorframe.smd
    
    
    grabbing villa_doorframe_idle.obj
    
    
    SMD MODEL villa_doorframe_phys.smd
    
    
    Model has 3 convex sub-parts
    
    
    Collision model completed.
    
    
    ---------------------
    
    
    writing c:\games\steam\steamapps\wtbuser\team fortress 2\tf\models/villa_doorfra
    
    
    me.mdl:
    
    
    bones          964 bytes (1)
    
    
    animations     112 bytes (1 anims) (1 frames) [0]
    
    
    sequences      220 bytes (1 seq)
    
    
    ik/pose        164 bytes
    
    
    eyeballs         0 bytes (0 eyeballs)
    
    
    flexes           0 bytes (0 flexes)
    
    
    textures       136 bytes
    
    
    keyvalues        0 bytes
    
    
    bone transforms        0 bytes
    
    
    Collision model volume 592500.00 in^3
    
    
    collision        0 bytes
    
    
    total         1796
    
    
    ---------------------
    
    
    writing c:\games\steam\steamapps\wtbuser\team fortress 2\tf\models/villa_doorfra
    
    
    me.vvd:
    
    
    vertices     22272 bytes (464 vertices)
    
    
    tangents      7424 bytes (464 vertices)
    
    
    total        29760 bytes
    
    
    ---------------------
    
    
    Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m
    
    
    odels/villa_doorframe.sw.vtx":
    
    
    body parts:         8 bytes
    
    
    models:            20 bytes
    
    
    model LODs:        12 bytes
    
    
    meshes:             9 bytes
    
    
    strip groups:      25 bytes
    
    
    strips:            27 bytes
    
    
    verts:           4176 bytes
    
    
    indices:         1728 bytes
    
    
    bone changes:      16 bytes
    
    
    everything:      6045 bytes
    
    
    ---------------------
    
    
    Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m
    
    
    odels/villa_doorframe.dx80.vtx":
    
    
    body parts:         8 bytes
    
    
    models:            20 bytes
    
    
    model LODs:        12 bytes
    
    
    meshes:             9 bytes
    
    
    strip groups:      25 bytes
    
    
    strips:            27 bytes
    
    
    verts:           4176 bytes
    
    
    indices:         1728 bytes
    
    
    bone changes:      16 bytes
    
    
    everything:      6045 bytes
    
    
    ---------------------
    
    
    Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m
    
    
    odels/villa_doorframe.dx90.vtx":
    
    
    body parts:         8 bytes
    
    
    models:            20 bytes
    
    
    model LODs:        12 bytes
    
    
    meshes:             9 bytes
    
    
    strip groups:      25 bytes
    
    
    strips:            27 bytes
    
    
    verts:           4176 bytes
    
    
    indices:         1728 bytes
    
    
    bone changes:      16 bytes
    
    
    everything:      6045 bytes
    
    
    
    
    Completed "compiler.qc"
    
    
    
    
    C:\Documents and Settings\William Tyler>Pause
    
    
    Press any key to continue . . .
    Display More

    Pleaseeee help. = /

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