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  3. sixbyseven

Posts by sixbyseven

  • Unity Mapping Contest!

    • sixbyseven
    • December 11, 2012 at 2:21 AM

    Alright, lemme get the ball rolling with my own work! Obviously, I'm not entering myself in the contest- but here's something to get your creativity flowing perhaps:

    [Blocked Image: http://www.sixbysevenstudio.com/files/webcontent/images/probuilder_level_scifi/ProBuilder_SciFi_Greybox-early_inneredge.jpg]


    [Blocked Image: http://www.sixbysevenstudio.com/files/webcontent/images/probuilder_level_scifi/ProBuilder_SciFi_Greybox-early_drawcalls.jpg]

    [Blocked Image: http://www.sixbysevenstudio.com/files/webcontent/images/probuilder_level_scifi/ProBuilder_SciFi_Greybox-early_mainview.jpg]

  • Unity Mapping Contest!

    • sixbyseven
    • December 10, 2012 at 5:24 PM

    [Blocked Image: http://www.sixbysevenstudio.com/files/webconte…ForumHeader.png]

    Hi mapper-folks!

    With the "2.0" version of my bsp-for-unity tool about to be released, I'd like to try a mapping contest for that anyone can enter. Just a simple, "clay render" or "greyboxed" map, made as detailed as you can- since textures and meshes won't be allowed, the focus is entirely on creative architecture and lighting.

    Rules are very simple:

    [*]Build a map using only ProBuilder's free version (or full, if you have it)

    [*]Use only the standard grey dev material

    [*]Submit the map to this forum before January 10th, 11:59pm CST

    [*]Community vote will decide who wins a full copy of ProBuilder 2.0, and all my other Unity tools!
    [/list]If there are many entries, I'll add several other prizes, of course.

    Here is the official thread:

    http://forum.unity3d.com/threads/161908…ProBuilder-2.0!

    Everyone should definitely post their WIP images, ideas, etc in that thread, to keep things exciting! When it's time to vote I will make a single post with all the entries, and a Poll to vote in (again, on that Unity forum thread). Feel free to ask questions and such here though

    To download the free version of ProBuilder, view video tutorials, and other info on ProBuilder, go here:

    http://www.sixbysevenstudio.com/probuilder

    Really looking forward to seeing everyone's creations- don't be shy!

    Best,

    gw

  • "ProBuilder 2.0" Beta tracker (BSP-style editor for Unity)

    • sixbyseven
    • December 1, 2012 at 8:24 PM
    Quote from Skjalg

    It probably would be possible to write an import/export routine to VHE, but I dont see the point.

    Heh, that would be a bit silly, indeed.

    Quote from Pericolos0

    This stuff is really exciting and I'm considering using this heavily for whatever next unity project I'm going to do =)

    Awesome, I'd love to see what you create!

  • "ProBuilder 2.0" Beta tracker (BSP-style editor for Unity)

    • sixbyseven
    • November 30, 2012 at 6:58 PM

    iwxanthi: Thanks, rapid prototyping is a great use for ProBuilder.

    @seir: Ah, too bad it doesn't do that- but it's great for re-creating maps from those games!

  • "ProBuilder 2.0" Beta tracker (BSP-style editor for Unity)

    • sixbyseven
    • November 29, 2012 at 5:25 PM
    Quote from Warby

    merge +save donars = love

    Thanks Warby, it's a great feature indeed!

  • "ProBuilder 2.0" Beta tracker (BSP-style editor for Unity)

    • sixbyseven
    • November 29, 2012 at 5:24 PM
    Quote from Skjalg

    This is getting more awesome every day.

    That's the idea!

    Quote from Skjalg

    I noticed you had two buttons for "Show NoDraw" and "Hide NoDraw". Would probably make sense to turn this into a toggle button?

    You bet, the enter GUI you see right now, is all going to be flushed and rebuilt in the final stages. Just making things obvious, simple, and functional for now.

    Quote from Skjalg

    When you move the offset around in the texture tool by using the scene editor handle, can you also hold down control to make it use the grid? So that the numbers dont get all distorted with 1.0000049324824 instead of 1?

    Hmm, this could be handy indeed, and I don't see why not...

    Quote from Skjalg

    The CPBO button is hard to decipher and it looks like all it does is create a parent? Instead of introducing new terms like Compound, why not just call it what it does?

    CPBOs are planned to have some extra functionality in the future, the parenting is just the base. Might just get rid of them though, as the "merge" and prefabing makes them semi redundant.

    Quote from Skjalg

    You also jumble up the term Edit Mode and Edit Level quite a bit. I think what you are saying is more correct than what is stated in the ProBuilder. Meaning that when you say "Vertext Mode" or "Geometry Mode", this makes more sense than the editor window saying "Editing Level". It should probably be changed to "Selection Mode" instead. I would also try to mimic the Selection Mode buttons in unity so that the user understands them quicker.

    Very true, sorry for the confusion there- not the best public speaker "Selection Mode" also sounds much better than "Top Level Mode", ha, thanks. Also on the buttons, that GUI really is just cobbled together for now, I promise it will get much better! I firmly believe a good GUI is key to a good tool, and will make sure the 2.0 GUI is a great one.

    Quote from Skjalg

    edit;

    It would also be sweet to see the remaining feature list, because as warby mentioned previously the clipping (cut) feature is sorely missing. (I used that all the time in VHE). Not to be confused with the carve tool which is a big nono. https://developer.valvesoftware.com/wiki/Hammer_Clipping_Tool

    Feature list you say? Ask, and receive! https://docs.google.com/document/pub?i…I0QoydyEUl9qbO0

    That list isn't 100% accurate, but gives a very good idea of the plan ahead. As for clipping, I'd love to but it will definitely be a "2.1" thing- just one guy doing the code dev on this, and myself planning/directing, currently.

    Quote from Skjalg

    Also I was wondering if this tool does any automatic batching with the textures like automatically putting smaller textures that are used on a object together in a big 2048x2048 texture or something for faster load times and lesser draw calls?

    Automatic batching, per Unity's built in system, does work just fine. That is, if you have 300 PBOs, with 5 materials, and no point lights/other fancy things, you'll get 5 drawcalls. I've tested this quite a bit, just to be sure. But no, there isn't a texture atlasing setup- it would ruin the beautiful tiling ability!

  • "ProBuilder 2.0" Beta tracker (BSP-style editor for Unity)

    • sixbyseven
    • November 29, 2012 at 5:06 PM
    Quote from seir

    Nice, it's like 3DSMax + BSP! What games it support?

    The beta stage is not a secret, right? Can I post info about the editor on Level-Design.org?

    Thanks seir- it is a bit of a mix, yes! Not sure what you mean by games- it should work just fine on all platforms though (iOS, Android, PC, Web, etc).

    Not secret at all, I would love to have the tool featured on your site- thank you very much!

  • "ProBuilder 2.0" Beta tracker (BSP-style editor for Unity)

    • sixbyseven
    • November 29, 2012 at 5:34 AM

    Hi Mapcore folks! I'd like to use this post-space to track progress of the "ProBuilder 2.0" tool, which is currently in "beta" and moving along quickly to a final release!

    (ProBuilder is a tool built for BSP-Style editing, very similar to Hammer, in Unity 3D. It's lots of fun, fast, and super useful- check out the full post )

    At this time, the ProBuilder 2.0 beta is at "Milestone #2", which added a ton of new features, check those out below:

    Latest Video (updated as Milestones are completed)

    http://www.youtube.com/watch?v=qpwI3hx8cTg

    Milestone #1: Catch up to Probuilder 1.x

    Due Date: Nov 10th

    Status: DONE!

    Video:

    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.
    Milestone #2: 65% of all ProBuilder 2.0 New Features Implemented

    Due Date: Nov 28th

    Status: DONE!

    Video:

    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.
    Milestone #3: 100% of all ProBuilder 2.0 New Features Implemented

    Due Date: Dec 5th

    Status: In Que...

    Milestone #4: All Testing Complete, "Release Candidate" sent to users

    Due Date: Dec 12th

    Status: In Que...

    Milestone #5: RC Pass Testing, GUI Done- Relase Final Version of ProBuilder 2.0!

    Due Date: Dec 15th

    Status: In Que...

    If you like the tool, I'd really appreciate help promoting it via the official facebook page here:

    http://www.facebook.com/probuilder3d

    Thanks everyone, looking forward to feedback and comments as this moves along!

  • DM-Warren: TF2 Style Map in Unity 3D

    • sixbyseven
    • November 15, 2012 at 1:32 AM

    Thanks Thurnip, it does add quite a bit to the scene- part of the reason I like to go for bright, primary colors.

  • WIP in WIP, post your level screenshots!

    • sixbyseven
    • November 13, 2012 at 11:52 PM

    Very nice! Complex but clean, and nice lighting coming in.

  • DM-Warren: TF2 Style Map in Unity 3D

    • sixbyseven
    • November 12, 2012 at 8:09 PM

    Haha...okay, so I MAY have gone overboard with that

  • DM-Warren: TF2 Style Map in Unity 3D

    • sixbyseven
    • November 12, 2012 at 5:57 PM

    Good to hear, Pericolos0! Both you and generalvivi have amazing work, thanks much

  • WIP in WIP, post your level screenshots!

    • sixbyseven
    • November 12, 2012 at 5:24 PM
    Quote from Mclogenog

    Gameplay-wise, it would be pretty weird for a TF2 level to let you run a complete circle around the map without passing through the center. I suggest making the bases more distinct, and doing more to funnel the players. Even so, it's a nice space for a speed-build!

    Huh.That is generally true, come to think of it- although some KOTH and Arena maps do this sort of thing. Anywho, sweet looking UDK level!

  • DM-Warren: TF2 Style Map in Unity 3D

    • sixbyseven
    • November 12, 2012 at 1:50 AM

    Thanks!

  • WIP in WIP, post your level screenshots!

    • sixbyseven
    • November 12, 2012 at 1:29 AM
    Quote from Mclogenog

    Do you mean visual style, or gameplay style? The layout would be neat for something like Quake or UT, but it doesn't yet feel like TF2 to me.

    I'd also watch out for 45 degree slopes. They aren't much fun to walk on.

    Gameplay and visual, in ways. More related to the "orange" levels. Simple, geometrical, laid out solely for the best play and not exactly to be a realistic location. Bright, primary colors and lots of AO. I suppose there could be other interpretations, but when I see this, I think of TF2

    Yeah, those 45 (and worse) slopes need to go. A lot of this was speed-build, so plenty of room for improvement. Thanks for comments!

  • WIP in WIP, post your level screenshots!

    • sixbyseven
    • November 11, 2012 at 7:50 PM
    Quote from Wenceslas

    Little WIP of an aim_ map I'm working on for a contest.

    There's not a lot to say, It's an old warehouse. I especially enjoyed making lighthing !

    I still need to place the boxes and to add some details here and there.

    This is looking very nice, what engine is it?

  • WIP in WIP, post your level screenshots!

    • sixbyseven
    • November 11, 2012 at 7:44 PM

    DM-Warren: TF2-style map, built in entirely in Unity. Still just flat colors and tweaking the lighting/style.

    More info on the Unity forums: (link), or here on mapcore:

    Play it in your browser!: http://www.sixbysevenstudio.com/probuilder/DM-Warren_Web/

    Screenshots:

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%285%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%287%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%2810%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%2811%29.jpg]

  • DM-Warren: TF2 Style Map in Unity 3D

    • sixbyseven
    • November 11, 2012 at 7:42 PM

    Play it in your web browser! http://www.sixbysevenstudio.com/probuilder/DM-Warren_Web/

    A Whole Pile 'O Screenshots:

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%281%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%282%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%283%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%284%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%285%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%286%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%287%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%288%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…s%20%289%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…%20%2810%29.jpg]

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…%20%2811%29.jpg]

  • DM-Warren: TF2 Style Map in Unity 3D

    • sixbyseven
    • November 11, 2012 at 7:40 PM

    Hi all!

    DM-Warren is my attempt at getting back into mapping, since I used to do quite a bit with TF2 and UDK before Unity...have always missed the simple joy of making maps- especially for multiplayer "arena" use!

    DM-Warren is meant to be a fast, frantic, "warren" of FPS ker-blamming. Every area has multiple entrances and exits, but plenty of nooks and crannies for clever players to ambush from. An outer "donut track" provides entertainment for Run 'n Gun enthusiasts, while the central "Courtyard" encourages free-for-all boom-fests.

    Exciting!

    Thanks for looking, lots of updates to come!

    ****

    Progress Snapshot #2 (11-11-12, 4:00am)

    [Blocked Image: https://dl.dropbox.com/u/16902251/DM-…_FlatColors.jpg]

    Webplayer: http://www.sixbysevenstudio.com/probuilder/DM-Warren_Web/

    Time Spent So Far: ~14 hours

    Progress Snapshot #1 (11-8-12, 1:20am)

    [Blocked Image: http://www.sixbysevenstudio.com/files/linked_i…yboxing_800.jpg]

    Time Spent So Far: ~8 hours

  • BSP-Style level construction tool for Unity

    • sixbyseven
    • October 15, 2012 at 5:07 PM

    Thanks Foryok, I agree- Maya/Max/etc could learn a thing or two from Hammer!

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