Guys, I'm on my way to bake a normal of my x-com rifle but as I'm reading I'll gonna make it wrong
Should I set smoothing groups to 1 and add support edges so the gradients will be fine or maybe set custom smoothing groups and get hard edges - maybe there' a better tool to bake? xNormal will do the job?
Posts by mjens
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Still in progress. It went from small mod to a big title. I have no idea when it will be released

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Maybe I'll try?
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Quote from [HP]
What do you mean you HAD to install steam? You're back in 2004?
2 years later I love Steam :X What a change of heart...

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Quake 1, late year 2000 - A medieval tower, water pit at the bottom, few platforms, fullbright. Made with Worldcraft 1.6, pirated. Great times. After this I made something like "my imaginary house" with bed, traps, doors, little garden... Crap as hell but so fun!
My first released map was MatDM1: http://www.quakewiki.net/archives/retro…5f87.html?p=110
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Actually we're making Dying Light on both PS', XBoxes and PC and it can be done. I'm not saying that it's a easy ride but it CAN be done if you have resources and possibilities, mostly engine related.
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I'll wait with judging until I'll get my hands on that game. Hope to see PC version, any info there will be a PC "port"?

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Voted! I've seen on Tweeter that Daz was also voting on ITS

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I don't know what you're trying to achieve, you've playing with light without any textures so with on this state I can't tell you what is wrong because it's hard to see what you wanna do. Right now it's overburned so it mostly look like one strong light on few meshes without any textures. About the meshes: the roof construction is weird, giant roof is hold by few metal pipes. The regularity of cable composition feels like it's a "German chaos".
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Looks like something with compilation went wrong. You need to work on less killer stylization I guess...
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2007's COD engine. Early WIP, mostly propless:
[Blocked Image: http://level-design.org/mp_crane/mp_crane_v5_008%20copy.jpg]
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Forget about mapping!
Anyway, you'll be really happy
Good job! 
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Yep, water low = better! You'll need some nice decals and details on the wall to get a less generic feeling there

Edit:
BTW there are some problems with proportions. This is a flood duct and there's a tunnel that will be always flooded
That car is too big for this tunnel or the tunnel is to small? The wooden bridge is stolen from Japanese garden, it's completely from different story. I guess you should place a metal catwalk or concrete bridge there. Will be more coherent. That metal walkways right next to the river also is a bit bad, it will turn rusty after the first bigger water. If there's no big water then why building such a big walls? 
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Quote from RaVaGe
You can make a whole building as func_detail if you want, but this way the building won't hide what's happening behind it basically.
What do you mean by portals ? Visleaf ? https://developer.valvesoftware.com/wiki/Visibility_optimization
I think so. I'm using
. It's the same shit?External Content www.youtube.comContent 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. -
Guys, how portals work? func_detail should be applied to every brush that isn't creating a wall or can I make whole building as detail and but there one portal?
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How hard is that? I mean when comparing to other tools how much it will take time to learn new tool and get used to workflow, shortcuts etc.? Nice job there, looks like you know what you're doing
Lighting time now, right? 
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Good luck mazy, with your skills you'll get a new job ASAP! We're looking for Level Designers so if you want to try Poland, let me know!