Posts by m8nkey
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Nem's Crafty did the job thanks Ringel. I am still having problems with scale. I'm using Maya to model props and 3ds Max/Wall Worm to get my assets ingame. I have watched TopHat Waffle's mini series on Wall Worm.
Within Maya I imported my BSP and attempted to use that for scale but my props are tiny ingame. I've set my Units in 3ds Max to "Generic". Any ideas?
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Rough iRay render with base materials setup in substance:
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Quote from esspho
12 hours ago, esspho said: The DXF export works like it did in the past. Is your geometry far from the origin maybe? In my experience it works best if you copy just the brushes you need into an empty file and export from there.
I just setup a scene with a dev wall, crouch height, door etc. All around the center of the origin. I tried exporting multiple times. When I import to Maya I still see no geometry in the project outliner. I had exported entire maps years ago, no trouble.
Quote from Ringel11 hours ago, Ringel said: You can convert a map into an .obj with crafty.
I used this to make one model inside blender. Maybe this will help you aswell.
Thanks Ringel, I'll check out Crafty.
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Early WIP. Aesthetics inspired by Mateusz Urbanowicz - https://mateuszurbanowicz.com/ -
Back in my day I used the Hammer export to DXF to allow me to import my bsp into Maya to ensure assets are to correct scale. Doesn't appear to be working for me. Any suggestions to correct this or any way to get my BSP geometry into external 3d apps?
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Reminds me of the 1.6 map de_downtown by Dr.Dk and Backslider. Looks great, I like all the building signage.
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Exceptional work. I haven't checked this one out ingame yet. I really like the controlled use of colour you display in this and also in Season.
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Level design looks solid and nice monochromatic navigation scheme. I'll check it out ingame tomorrow.
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really nice, consistant attention to detail. I think every room looks interesting and unique.
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nice variety in lighting bro.
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Looks pretty good. I agree with Puddy's suggestions. Maybe consider a liberal use of overlays to break up the exterior walls too.
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Couldn't find an existing thread for fellow Mapcorian, Wesley Tack's, Source mod: Off-Limits. http://%7boption%7d
The mod uses Desura for distribution http://%7boption%7d which I hadn't used before either.
I took the recent closed beta for a spin this week and think it looks exceptional. I haven't had a play yet so can't comment on gameplay. Hopefully I'll find or organise an Australian server over the next couple of weeks when I find some spare time.
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A playable version is now available. I have media and a download link on my site:
http://www.binaryspace.info/level-design/cs_metroplex/
If you're in the Oceania region and interested in a game, it's running 24/7 on my server:
203.46.105.34:2121
This is the single public test version I'm releasing. I don't intend to spend much more time on it. I'd still appreciate feedback, particularly about gameplay bugs or exploits. Thanks to all who provided feedback through this thread.
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Quote from e-freak
Haha, I think it's just great, seeing this in line with the other mini mods you created. As long as the game doesnt force you to watch any of this (which then would be offensive) the hint of it is just a great way of telling a part of the character/story.
The web browser in the screens offends me more than their content
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cool dynamic poses Em. are you making this character for a specific game engine or just practice?
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thanks for providing your solution Wesley
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Looks awesome Mino. Do you intend to release a map or the assets as a pack? It would be a shame not to see them used ingame.