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  3. marnamai

Posts by marnamai

  • Source 2 Hammer Bugs

    • marnamai
    • May 22, 2020 at 9:38 PM

    Grid snap is not respected when extruding an object by scaling an edge selection while using a custom workplane.

  • Source 2 Hammer Bugs

    • marnamai
    • May 21, 2020 at 5:35 PM

    After tying mesh to and entity, it automatically gets the trigger materials assigned and you cannot assign a different materials to it, which breaks functionality for some mesh entities such as trigger_traversal_no_teleport.

  • Half-Life Alyx

    • marnamai
    • December 9, 2019 at 6:53 PM

    Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background. QCs are a thing of the past.Model editor https://developer.valvesoftware.com/wiki/Dota_2_Wo…ls/Model_Editorhttps://developer.valvesoftware.com/wiki/SteamVR/E…orting_Tutorial  Material editor

    Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures. _color (diffuse) _normal (normal map) _ao (lighting) _refl (reflectance) _gloss (glossiness, has a metalness slider)https://developer.valvesoftware.com/wiki/Dota_2_Wo…Tools/Materials Lighting The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once.

    Quote

    Quote The lighting can be split up into four different groups, diffuse and specular, with each with respectively direct and ambient lighting. Physically based rendering (PBR) is assumed to be used, which among other things means that surfaces are energy conserving and cannot emit more light that they receive. The light received by the surface is split up into diffuse and specular reflections according to the material properties.

    https://developer.valvesoftware.com/wiki/SteamVR/E…Adding_Lighting All lights can be direct, indirect or both. Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled. Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap) Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling. The lighting system for Half-Life Alyx will support lightmaps. If you are interested in working with S2, I can recommend the SteamVR tutorials,https://developer.valvesoftware.com/wiki/SteamVR/Environments Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.

  • Mapcore Job Census

    • marnamai
    • June 16, 2019 at 1:13 PM

    I 've been with Ubisoft Berlin since august 2018 in a 50-50 QA / LD role.

  • WIP in WIP, post your level screenshots!

    • marnamai
    • January 29, 2018 at 7:58 PM

    Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges. It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy.https://www.dropbox.com/s/p91qgdp6oxdt…-bn-emc.7z?dl=0

  • Dishonored : Death of the outsider // Curator and ghost town

    • marnamai
    • September 19, 2017 at 12:36 AM
    Quote from kikette

    8 hours ago, kikette said: Hey Marnamai ! From what i Know, I think that BSP is still used but only for Trigger area. Our Architects directly works their blockout with Maya and then imports modular pieces inside the engine and this is what we get, as Environment artist, to work with :) Moroes could tell better than me about this process. As far as Void engine is Id tech based, we re wrote around 95% of the source code ahah !

    @El Moroes Can you elaborate a little on the workflow? Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level? 1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay) 2) What are the benefits of blocking out in an external 3D tool vs in-editor? 3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor? 4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?)

    5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?

  • Dishonored : Death of the outsider // Curator and ghost town

    • marnamai
    • September 18, 2017 at 12:57 AM

    Great stuff! @kikette Is the Void engine still using BSP (even if just for blockout) since it's based on id-tech?

  • WIP in WIP, post your level screenshots!

    • marnamai
    • July 27, 2017 at 9:06 PM

  • Programmer for Half-Life 2 mod, DownFall [unpaid]

    • marnamai
    • April 22, 2017 at 10:37 PM

    FMPONE said it was okay. But maybe it would be a good idea to have a separate subforum for stuff like this?

    I've clearly tagged it as unpaid, in hopes of avoiding confusion. I know mapcore isn't moddb, but there aren't that many Source centric communities around anymore.

  • Programmer for Half-Life 2 mod, DownFall [unpaid]

    • marnamai
    • April 22, 2017 at 3:52 PM

    [Blocked Image: http://i.imgur.com/Fc0nWza.png]

    Hi,

    I am looking for a code monkey to work on a Half-Life 2 mod, DownFall, the first chapter has been recently released on Steam for free. Reception by the community has been very positive.

    [email protected] or add me on Steam (make sure to leave a message on my profile or I will not accept!)Steamcommunity.com

  • [HL2] DownFall, available on Steam

    • marnamai
    • April 19, 2017 at 3:08 PM

    Hi!

    This is post is a couple days overdue, but here it is anyway.

    Quote

    Quote DownFall is a high quality Half-Life 2 single-player mod taking place in the White Forest surroundings. You're once more donning the HEV suit as Gordon Freeman. Your mission is to recover a newly developed technology by the resistance, known as the "citadel buster", before the Combine manage to destroy it.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.(and hopefully land a job in the long run, Valve are you reading this?) You can grab it here.

    http://store.steampowered.com/app/587650Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.

    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.
    [Blocked Image: http://cdn.akamai.steamstatic.com/steam/apps/587…pg?t=1492441766]

    [Blocked Image: http://cdn.akamai.steamstatic.com/steam/apps/587…pg?t=1492441766]

  • How to break in the games industry - an insiders' guide

    • marnamai
    • December 20, 2015 at 1:22 PM
    Quote from Corwin

    Does this still happen, I 've tested it both on Chrome and Edge, works fine for me?

  • How to break in the games industry - an insiders' guide

    • marnamai
    • December 8, 2015 at 5:01 PM
    Quote from tomm

    I'd say get rid of the "3D Artist" section, it's not very interesting + having a focused portfolio is always better(imo)

    and I assume you wanna do level design anyway.

    A lot of companies looking for leveldesigner state that they want someone with 3d experience, I find it hard to justify saying I have 3d experience without showing examples of it.

  • How to break in the games industry - an insiders' guide

    • marnamai
    • December 5, 2015 at 12:50 AM

    Man, I have been applying twice a week for the last couple months and it can be really demotivating.
    I have had responses from a couple companies, but none positive so far.
    It basically all comes back as " Thank you for your interest, but we have other candidates who better fit our needs. We'll keep your resume on file, ect ..."

    On a couple occasions I have tried to ask for feedback from the recruiters, so I could improve myself, but I haven't heard back from any of them.

    I think my portfolio is pretty solid, but I would appreciate it if you guys could take a look and give me your brutally honest opinions on what to improve.
    http://marnamai.interlopers.net/

  • [WIP] de_meat [Looking for gameplay feedback]

    • marnamai
    • October 27, 2015 at 11:56 PM
    Quote from Squad

    Add a func_clip_vphysics to prevent the prop_physics_multiplayer from swinging too far.

    Example picture:

    [Blocked Image: http://i.imgur.com/y5rq5ve.jpg]

    Doesn't this cause issues with grenades?

  • [WIP] de_meat [Looking for gameplay feedback]

    • marnamai
    • October 27, 2015 at 3:55 PM

    try a phys_ragdollconstraint, you can limit on what axis it is allowed to rotate and add friction for each axis, also the dust motes on some of the screenshots look way too big, looks more like snow.

  • [WANTED] 3D artist for sp source mod

    • marnamai
    • October 11, 2015 at 8:58 PM

    Hi, I am looking for a 3D artist to help me out with my Half-Life 2 mod, DownFall.
    I am okayish at modelling myself, but I suck at unwrapping and texturing, and would like to take some of the workload of me so I can focus on level design.

    Most of the stuff that needs to be made is hard-surface, some models already have low poly WIP models. I'll always provide reference and approximate measurements, in some cases even a blockout of the model due to level constraints.

    Incase you're wondering what you'll be contributing to check out marnamai.interlopers.net


    required

    + highpoly modelling to bake normal map

    + unwrapping and texturing

    + examples of previous work (portfolio or email me some screenshots)

    + willing to provide all raw resources related to the model and texture (so I can do fixup's if requried) => model file, photoshop psd with all layers, qc, ect ...

    preferred, but not required

    + working with 3ds max / photoshop

    + experience with source

    + compiling knowledge (I can do this myself)


    If you have any questions, feel free to ask them here or email me: [email protected]

  • -

    • marnamai
    • August 19, 2015 at 12:31 AM

    would be nice if it was possible to manualy input extra compile parameters, I am using VMFII (instancing) and it requires extra command lines (custom exe => vmfii.exe) and extra compile parameters.


    [vmfii] $path\$file.$ext $path\$file.temp.$ext --fgd "D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd"

    [vbsp] -game $gamedir $path\$file.temp.$ext

    [vmfii] $path\$file.$ext $path\$file.temp.$ext --cleanup

  • WIP in WIP, post your level screenshots!

    • marnamai
    • February 18, 2015 at 8:36 PM

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/portefolio%20website/images/media/media_l_14.png]


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/portefolio%20website/images/media/media_l_15.png]


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/portefolio%20website/images/media/media_l_16.png]


    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/portefolio%20website/images/media/media_l_17.png]

  • Marnamai - Level Designer

    • marnamai
    • February 18, 2015 at 8:32 PM

    edit: ahw yea, updated the site with prettyPhoto (jqwery based lightbox clone that also supports vids) all screenshots are in the same resolution now aswell


    updated with 2 new levels

    http://marnamai.interlopers.net/#Terminal

    [Blocked Image: http://marnamai.interlopers.net/images/media/media_l_14.png]

    http://marnamai.interlopers.net/#Raining_Down_Hell

    [Blocked Image: http://marnamai.interlopers.net/images/media/media_l_18.png]

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