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  3. leplubodeslapin

Posts by leplubodeslapin

  • (Help) Proportions of props as part of the playable area.

    • leplubodeslapin
    • December 15, 2015 at 10:30 PM

    Hey, sorry to answer lately. I've briefly read the answer, i'll just give you my method with blender.

    As someone said, i'm also using Crafty which can convert .vmf into .obj quite easily (create a new map, copy/paste near the origin what you want to take as a reference and save it as its own .vmf). The problem is that, as you said, the model isn't properly oriented. First, you have to make all the objects created by crafty into 1 object. Select all of them and press CTRL + J. If it doesn't work, deselect one and reselect by holding shift. Once it's all into a single object, enter in Edit mode (TAB), select everything (A) and rotate everything along X by an angle of 270° (R, X, 270, Enter). And then you should be alright, you can start working on this (in another object !! don't bother modifying this ugly mesh from crafty, it's just for reference).

    About the scaling, i don't really know what you tried to do because, by default, everything is at the same scale as hammer : 1 unit in blender = 1 unit in hammer. I haven't changed anything to a metric system or anything. The useful thing you should know about is the vertex coordinates, get into Edit mode and press N to get the right tools pannel. And on top you should have this :

    [Blocked Image: http://i.imgur.com/gQrtL27.png]

    It basically gives you the coordonates of stuff. You should really use this instead of the rule or i don't know what software. And by default, 1 unit here = 1 unit into hammer, you don't have to change the scale in the .qc

    I hope it helped, don't hesitate to ask other stuff

  • Help me succeed! I want to study 3D-graphics :)

    • leplubodeslapin
    • December 15, 2015 at 10:04 PM

    Before i start talking, i just want to inform you that i'm not working / studying in 3D-graphics, i might say false stuff but i'll do my best.

    I guess most of the stuff is a bit like a job application : They don't necessarily specifically want you to know all of these softwares, they want to make sure...

    • that you can start studying by your own
    • that you're already into this, that you really want to work on this
    • that you are talented
    • that you already know some basics about 3D graphics (1 game SDK and 1 modeling software)

    Unreal Engine is the standard game engine in the industry, it will most likely be the one you'll have to learn using in school. So, if you already know some stuff on it, good for them they can go deeper and make their school more prestigious. Or maybe it just means they want you to know 1 SDK software and they just picked one quite randomly.

    The big difference there is between school and a real job application, is that at school you'll really have to work on all of this i guess (at least in the beginning). You'll have to work on 2D, 3D, painting, general art stuff, game design, level design ... (probably). So it's better if you show them that you want to learn stuff in multiple stuff and that you don't just want to do level design, 2D art or anything.

    I find it a bit weird that they ask you to make a video application/portfolio, because in 3D people make accessible portfolios most of the time, with mostly pictures that can say a lot about the skills of the applicant. I find the idea of "Video application" a bit old, it just makes me think about the Barney Stinson cv video ^^' But if you really want to do this, you should probably start thinking about what you want to show, in what order and learn the basics of a video montage software (such as Sony Vegas for example).


    45 accepted for 400 applications seems hard but it's doable. I've heard that many people in these schools were thinking "ok, i love playing video games, then i should love making them, right ?". Which is obviously wrong, unrelated to the real work of making video games. These people just don't know anything about making video games before starting school, and that's understandable, since you're supposed to learn working on this at school. I don't know how many there are but i'm sure that if you already know some stuff and show them what you do the best, you can increase your chances by 10.

    And since i'm a great mathematician :

    400 / 10 = 40 < 45

    Look, you're already in ! :cool: wait what ? :P

    Good luck !

  • What's going on with your life?

    • leplubodeslapin
    • December 4, 2015 at 10:33 AM
    Quote from FMPONE

    Lately I've been chilling with my GF and my cute dog. Life could be worse. How are you guys doing?

    I've been working for 2 months on my internship within the innovation platform of a design and technical department. I'm working on a drone that must navigate both in the air, on earth and on water. I've gathered and invented many first concepts and i finally chose 1 this week, it's a sweet mechanism. And now i'm starting the design process. The project goes well

  • Need help with 3ds Max, Wall Worm and exporting a model with $phong

    • leplubodeslapin
    • December 2, 2015 at 11:24 PM
    Quote from Pivac

    No, the game recognizes it automatically

    ?? Are you sure ?

    I'm pretty sure you have to add "$normalmapalphaenvmapmask" 1 to force the game to use the specular mask saved in the normalmap's alpha channel, or at least that's what i'm doing.

    If you don't set any custom exponent texture (i don't really know how to use it actually), it will automatically use the specular mask, that is also used for the cubemap reflections.

    Quote from Psyrius

    Any idea why this would be working on one side: https://gyazo.com/be75dba206c68afce52870e0f6b018a9

    But not on another: https://gyazo.com/077bc04e94acb3e26c490a0122f8788d

    The reflection kind of cuts off at certain points.

    That's because you have a limited amount of lights that can be taken into account for the phong shader. I remember one time where it only accepted 1 but it should work with 3 or 4 light entities.

  • Fix Your Parents' Mindset - Why Games Are Important?

    • leplubodeslapin
    • November 29, 2015 at 7:16 PM

    My parents never really cared about what i did on my PC, it was hard to explain them that when i'm map-making i'm not playing a video game. And even today they don't really care about it, maybe if i did money from it they would have, probably.

    On the other side, they supported me with my studies, they don't know either how easy/complicated it is but they support it because they know it's going to get me a job. So fmpone's and laminutederire's ideas apply well on my case.

  • Are all french people of Mapcore Okay?

    • leplubodeslapin
    • November 14, 2015 at 11:40 AM

    Shit that's crazy. I was on a train during the events, leaving paris to go back to my parent's home. So i'm safe i'd say.

    It's insane

  • What's going on with your life?

    • leplubodeslapin
    • October 23, 2015 at 9:09 PM

    I've been doing the first three weeks of my internship (it's the last internship before graduating), it has been really nice. I'm working on a drone project, it is a drone dedicated to the monitoring of industrial sites/plants, for the security. For example, if there's a gas leak, a fire or anything like this, the drone can detect it, trigger the emergency alert, help for rescuing people (finding them or leading them to safe places) etc... The drone must be able to fly, swim and move on earth, and that's the thing i am working on (i'm a mechanical engineer, specialized in product design).

    The team is great, we're all young and that's great (it's not a common thing in most of the design offices ^^), i'm using the things i've learned to invent mechanisms and solutions, and they like what i do! that's really reassuring :)


    Oh and ... Next tuesday i'm going to try out the HTC Vive during the press day at the Paris Games Week (i got a press access thanks to Vakarm.net and we got invited to try the HTC vive, so i decided to go for it of course :D)!!

  • Win10 users: any compatability issues with source tools?

    • leplubodeslapin
    • October 7, 2015 at 7:59 PM

    The only software issue i've heard of from Windows 10 is with Catia, sadly it's the main 3D tool i use for mechanical stuff (unrelated to 3D modeling, game leveldesign/modding).

    It's all good for the softwares you're talking about :)

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • October 1, 2015 at 11:50 AM

    But have you made these missions jackophant ?

    [Blocked Image: http://i.imgur.com/BwFdF6s.jpg]

    [Blocked Image: http://i.imgur.com/Ixbn2O0.jpg]

    They were ridiculously difficult and annoying to achieve. I spend more time on those 6 missions than on all the others, and they were not even interesting or needed to get the gold medal ! I thought i'd have won something for it but no, it's a complete waste of time since they are not even fun (i would have prefered to play on the operation maps for fun and not for the missions). So ... Congratz to Exodus for doing them all !

    I think the guys who write these missions could do better than just "spend 1 000 000$", with dialogues that don't make much sense. At the beginning i thought there was some kind of story and i was really into it, i absolutely wanted to kill that god damn traitor ! :D But in the end, i just had to "assassinate" a random dude on a casual server, which was pure luck since you were not able to see who was the target in real-time.

    That's the disapointing part for me, only because it could have been much more than that. The new gamemode was a good idea, a bit weird because bots' AI is inconsistent, but it was nice. It wouldn't be that hard to add daynamic obstacles on the official maps and draw a path so that you can make a singleplayer experience with a big boss in the end. Maybe a bit classic but i'm sure people would love to play on that.

  • The random model thread!

    • leplubodeslapin
    • September 25, 2015 at 11:54 PM
    Quote from Sigma

    That's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.

    That's a very interesting subject, especially on Source Engine where you want to avoid using Normalmaps as much as you can :)

    I didn't know that you can edit the normals of your vertices, i'm going to find it out how i can do that on blender (i found this, I think that's the good stuff). I used more the method of adding edgeloops, for example on the steps :

    [Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443220822-sans-titre.png][Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443220840-sans-titre.png][Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443221125-sans-titre.png]


    And i use sharp edges to define sort of smoothing groups everywhere, i don't let the software choose for me what should be smooth and what shouldn't :

    [Blocked Image: http://i.imgur.com/v7goUF8.gif]

  • The random model thread!

    • leplubodeslapin
    • September 25, 2015 at 5:33 PM
    Quote from kinggambit

    Goddamn gorgeous! Polycount/texture size? I need to push myself to make more detailed assets like that!

    Thank you very much. Yeah ... well it's a quite expensive but i did my best to reduce this. The thing is that i'm not using a normalmap (because of the lighting issues it brings), so everything is in the geo in order to make nice curved reflections when the texturing will be done.

    So, the model is in 3 parts :

    • The steps and all the pillars : 8 302 tris (wireframe). The texture is a 1024x512 texture, here's the UV.
    • The handrails : 4 092 tris (wireframe). The texture is a 1024x512 texture, here's the UV.
    • The big round pillars : 8 x 1017 = 8 136 tris (wireframe). The texture is a 512x512 texture, here's the UV.

    So, 20 530 tris in total for the whole stair, it's quite a lot but i think it's worth it. I'm glad with the result i get for now, I still need to work on the collision model and the texturing obviously.

  • What's going on with your life?

    • leplubodeslapin
    • September 25, 2015 at 2:27 AM
    Quote from seir

    There's a job to judge damage on internet forums based on videos? How much they pay? It's only for student job? I believe that your gut feeling tells you it's fine but you can't be 100% sure. Nobody can. There's too many factors that can change a lot and you can't tell it from a video. Spreading so confident opinions around feels like lack of experience, I remember when I was a student, I thought I know everything and I wanted to help everyone but damn, I was wrong. You can talk your opinion all over internets and it's fine because nobody have to and should trust you to pick a choice on your judgments.But imagine if your "It's a minor crash, it's fine, we can fix that" opinion would be listened and later that guy had a crash with casualties because fixing such a complex construction can do wrong. You would be screwed, dude. [...]

    Wow i'm sorry if i moved you that much, that wasn't intended. It is true that I exagerated in my remarks, it was mainly to take the opposite party and bring a talk on this.

    What i meant by "It's my job" to Jacko is about the basics of strength of materials applied to vehicles, i've studied and worked in that field and I understand the design intentions for building a car's chassis.

    Of course i'm not able to analyse from a video the internal damages, it just doesn't seem that bad (because it's in a location where there's not much things to consider and the impact wasn't too brutal). It could have been almost nothing (but it also could have been unfixable, which seems to be the case since the repair costs more than the car's value). In any case, it's a waste because there are lots of parts that can be reuse that just couldn't be impacted, and it's going to be destroyed :/

    But to be clear, no I did not seriously thought that you could just go with it and don't pay attention to the accident. I fully agree with you that, since vehicles are things that can hurt/kill you if there is a malfunction, it's stupid to ignore accidents and the damages that can happen inside the vehicle. But i don't think that because a car had a crash then it needs to be fully replaced (i'm not talking about Beck's car here), a simple misaligned axle can be fixed, bodywork can be replaced/rewrapped, lights can be changed ... Sometimes it doesn't damage the chassis of the car and it can be safe (just don't analyze the damages randomly).


    I just want to add something, I wasn't judging Beck or anyone here, just the insurance system. And i did not say that he could do anything because it was already done, I was just surprised to see the video and read that the car is now probably already completely destroyed, and nobody reacted to that.

    About my old car, it's not crappy and it never had an accident, It just aged. I was just saying that i'm used to see cars being taken care of, and the waste here saddens me.


    Anyway, here i am trying to justify myself. I didn't intend to spread a word or anything but just to speak about the destruction of a car but it seems i got carried away. In my defense, the fact that it's not my native tongue doesn't help. :P

    The situation seems pretty bad in Poland, sorry to hear that

  • The random model thread!

    • leplubodeslapin
    • September 24, 2015 at 3:05 PM
    Quote from Sigma

    I think its the perspective distorting it (it is a curved staircase after all...) but does the upper half bow downwards a little?

    Yes it is, slightly. Almost everything is curved actually... ^^'

    Ortho views:


    http://image.noelshack.com/fichiers/2015/39/1443103424-1.png

    http://image.noelshack.com/fichiers/2015/39/1443103424-2.png

    http://image.noelshack.com/fichiers/2015/39/1443103423-3.png

  • The random model thread!

    • leplubodeslapin
    • September 24, 2015 at 2:34 PM

    I'm working on a fancy stairs models

  • What's going on with your life?

    • leplubodeslapin
    • September 24, 2015 at 11:15 AM

    You're all serious ?
    Just look at the video, it's not that bad and it's a side impact of course nothing serious could have happened to you whatever the car is. I know what you mean by the car absorbing all the impact, which is true especially for the front impacts where everything is studied to be destroyed before hurting you. But here ... It hasn't moved that much, and it's not the chassis that took the most damage but probably just the outside parts.

    If eventually the rear axle is misaligned, that's something fixable and it's not like if it was the front axle. Don't tell me the car is ruined after this crash, it's really not that bad...

    And yea Jacko i kinda know the topic, it's my job ...

    Beck, it has nothing to do with you i understand that they probably did that themself, it's just a crazy waste imo.

    Yea exodus ok i'm a bit oversimplifying things but don't you think as a german that this is a ecological/economical huge mistake to throw away the car ? And no in France people would have done the same, it's just that my dad is into car restoration and we're not used to drive new cars ^^


    Quote from Pampers

    well its safer for the car to absorb all the impact than the people inside, older cars are like bricks that throws the passengers around

    ...

    Yea the cars in the 50/60s, there's nothing new in absorbing the impact

  • What's going on with your life?

    • leplubodeslapin
    • September 24, 2015 at 12:28 AM

    wtf you change your car for such a minor impact ?! Wtf i mean, it's nothing they could just change some bodywork parts and re-adjust some stuff and your car is ready to go

    My car is probably older than me, with 360 000 km on the clock, so seing such a good-looking car being waste seems completely retarded to me oO


    Hopefully you weren't hurt of course.

  • What's going on with your life?

    • leplubodeslapin
    • September 14, 2015 at 9:03 PM

    Have you finished your studies then ? Or do you still have some time to spend at uni ?

    Don't forget to bring the croissants for your last week :)

  • cs_shichang

    • leplubodeslapin
    • September 9, 2015 at 7:59 PM

    To be honest really no, it's a bad readability i think, because there are too many things that attracts attention. And i just don't see any way to stick to this art and get proper readability for a "competitive level".

  • cs_shichang

    • leplubodeslapin
    • September 9, 2015 at 4:56 PM

    It's like the worst readability possible for a CS:GO map... :/

  • SunSpreadAngle doesn't work?

    • leplubodeslapin
    • September 8, 2015 at 11:23 AM

    I don't want to advertise my work or anything but i think it will be easier for you to understand.

    At this article : https://migrationtest.mapcore.org/articles/devel…s-part-two-r66/

    Read the part "Projected texture and Cascaded Shadows", you'll get some infos about cascaded shadows.


    As Raidix said before, cascaded shadows are superposing the static shadows, if you delete them you'll only get the static shadows (the one that use the lightmaps on your brushes). And as 3Dnj said, you'll be able to see the effect of the sun spread angle with these static shadows.

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