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  3. leplubodeslapin

Posts by leplubodeslapin

  • 3D Printing

    • leplubodeslapin
    • August 9, 2020 at 5:24 PM
    Quote from will2k

    14 minutes ago, will2k said: Fans need more RGB...:D

    But seriously, this is nice. Good job

    And to ease your confusion about being spotlighted, it simply means @FMPONE added your thread to the spotlight on the front page, where it is now visible on the top bar under the mapcore logo for more exposure and for everyone to see it. we reserve the spotlight for worthy threads/posts/articles, and this thread falls under this.

    Thanks,

    Well this is a very rough V1, there are issues I'd like to solve in the future (like adding a ON/OFF button for example), so why not add RGB fans xD

    Yes that's what I understood, it's just not that worthy, it's a simple project, maps deserve to be up there ^^

    There are other people who did it before me, it's just that I felt I could do better (using standard 40mm fans, using 2 fans and pulling air from the inside instead of from the frunk which is useless)

  • 3D Printing

    • leplubodeslapin
    • August 9, 2020 at 4:05 PM

    Oh I haven't posted anything in more than 2 years ... lol


    I made this, because it's getting too hot in there :D

    https://www.thingiverse.com/thing:4565466

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  • Valorant

    • leplubodeslapin
    • June 8, 2020 at 10:18 PM

    I haven't played enough the game to be able to fullyjudge the map.

    But it's insane how it feels like a basic standard CS map and I don't feel any difference between the maps, I don't even know which one is what. It's still quite fun to play this game and I appreciate the visuals I think they have a nice style. But it feels too much like old CS maps to me and awkward, I don't like finding my way in these mazes.

  • [TUTORIAL] Import a model and its material

    • leplubodeslapin
    • May 19, 2020 at 11:43 PM

    Hello,

    Quickly writting that tutorial from my experiments but a more official tutorial on the wiki should definitely replace this.

    First, gather the source files. We will consider a material with a standard PBR shader. All the folders are relative path, so find this location on your pc :Half-Life Alyx\content\hlvr_addons\your_addon\ And then place the files over there :

    • The model itself : \models\folder\mesh.fbx
    • The collision if you have one : \models\folder\includes\mesh_physbox.fbx
    • The diffuse (must end with _color) : \materials\models\folder\mesh_color.png
    • The normalmap (must end with _normal) : \materials\models\folder\mesh_normal.png
    • The Roughness (must end with _rough) : \materials\models\folder\mesh_rough.png

    Note : You can use PNG, but also TGA, JPG or even PSD Note 2 : The normalmap doesn't have its vertical values inverted like it was the case on Source 1. If you import a normalmap from Source 1, don't forget to invert the green channel !


    In my case, it's a vehicle that I'll name "vehicle_sherpa", so here are my files :

    • The model : \models\vehicle\vehicle_sherpa.fbx
    • The collision : \models\vehicle\includes\vehicle_sherpa_physbox.fbx
    • The diffuse : \materials\models\vehicle\vehicle_sherpa_color.png
    • The normalmap : \materials\models\vehicle\vehicle_sherpa_normal.png
    • The Roughness : \materials\models\vehicle\vehicle_sherpa_rough.png
    • The AO : \materials\models\vehicle\vehicle_sherpa_ao.png

    Then, we'll start by creating the material. On the asset Browser window, find the Material Editor and open it. File → New

    And then immediately save (File → Save or CTRL + S) to define a location of your vmat. In my case, it will go along with with the textures I just imported : \materials\models\vehicle\vehicle_sherpa.vmat

    Note : once the files are compiled, you'll get the same hierarchy over the game folder than the content folder. Once the vmat will be compiled, it will become vmat_c (compiled material) and will have vtex_c with it (combined texture).

    We will keep the Vr Simple shader

    And you can start importing the textures by clicking on the folder icon next to each field. It will only look for files ending with the right suffix, hence the importance of naming your files to make your work easier afterwards. In my case, I have an AO texture so I'll check "Ambiant Occlusion Texture" on the left but it's optionnal. In the end, it should look like this :

    Feel free to use more complex shaders and to tweak things better. My model should definitely use a metalness texture but it's fine for this demonstration.

    Ok now save and you can quit the material editor.


    Back on the Asset Browser, find the ModelDoc Editor


    Same thing, start by saving your model. In my case it will go there : \models\vehicle\vehicle_sherpa.vmdl

    Start by selecting an archetype, for this we will do a simple Static Prop Model. And then, import your mesh by using that cute little star button :

    Once your mesh added, it will feel like nothing is happening. Try pressing the compile button on the right. That's right, you need to press that compile button to make sure to compile stuff. It wasn't the case for the material editor, everything was being compiled automatically.

    Your model should be a ref wireframe because it doesn't have any material assigned to it, so let's start with that.

    On the left pannel, check "Show Empty Categories", it will show you "categories" for which you can configure stuff (i'm vague because ... i don't know most of these stuff for now).


    Right clic on the category "MaterialGroupList" → Add DefaultMaterialGroup And then, if the item "DefaultMaterialGroup" is selected, in the Node Editor pannel you'll be able to assign a material. I assume you can manage with this category the multiple materials you might need for your model. For my simple example, there's only one material so I will stick with 1 group.

    Compile your model and it should start to look like something ! :D

    You can move like in Hammer (hold RMB/press Z and move with WASD) or you can rotate around the mesh by holding ALT + LMB.

    Cool !

    Now let's add a collision. Right clic on the category PhysicsShapeList and you'll notice multiple options to add collision

    I assume it's there because you might be able to add shapes (box, capsules and spheres) by hand or you can decide to generate a collision from ModelDoc. By in my case I have a mesh, so I'll pick "Add PhysicsMeshFile" and gives the physbox FBX I imported earlier. It should look like this in your 3D view


    Compile your model and you can try to place your model in hammer !


  • Source 2 Documentation

    • leplubodeslapin
    • May 17, 2020 at 9:17 PM

    Basically the HL:A workshop tools wiki that should get more and more detailed : https://developer.valvesoftware.com/wiki/Half-Life…_Workshop_Tools

    Steam VR Environments docs is still very useful : https://developer.valvesoftware.com/wiki/SteamVR/Environments

  • The random model thread!

    • leplubodeslapin
    • May 17, 2020 at 6:48 PM

    I followed latest BlenderGuru's tutorial series to make a chair and I'm pretty happy, the result is very cool !

    [Blocked Image: https://i.imgur.com/b8Kp434.jpg]


    And thanks to this tutorial I also wanted to make a table with it

    [Blocked Image: https://i.imgur.com/OPbmsXB.jpg]


    And ... well why not make a stylish bench too

    [Blocked Image: https://i.imgur.com/ph7fhq0.jpg]

    [Blocked Image: https://i.imgur.com/wAIUdbX.jpg]


    And I made lowpoly versions of these for fun and ported them over Source 2 for HL:A. They don't fit very well with the game's art thought but it works :D

    [Blocked Image: https://i.imgur.com/7pX7aQy.jpg]

  • Half-Life Alyx

    • leplubodeslapin
    • May 13, 2020 at 9:26 AM

    Spoiler There's no gorilla ^^

    It's just that it's a zoo and you have some time to visit the zoo before encountering the antlions. And since it's wrecked and it's a zoo, it's a cool scenario that could have happened for a boss fight. But it's just for the antlions.

    I liked the theme of the zoo but it's true that it doesn't go too far, multiple areas for the game felt like that. Maybe they didn't want to take too much risk on that side to ensure that they would finish this game. There are very few friendly NPC with scenes, there are only 3 weapons, the combat options are quite limited with only guns, there is not as many puzzles as there was in HL2, there's no vehicle. But at least they finished it and the ending is a cool twist for a future Half-Life game.

  • Level Design Help Files

    • leplubodeslapin
    • April 30, 2020 at 8:59 PM

    I tried it a little bit and the grenade clip texture doesn't collide with the player. But the bomb goes through it and so do dropped weapons ?

  • Best looking usermade Source engine map?

    • leplubodeslapin
    • April 20, 2020 at 8:57 AM

    I can list a few in case you don't know them, it's going to be nice to discover them :)

    It's a bit random, but i'd start with the oldest, a CS:S map named de_wanda was one of the first map that made me realize how far community created content could go. With today's standard it's maybe not as impressive (+ it's an old version of Source) but in 2006-2007 it was stunning, with lots of custom assets (it was rare back then).

    For CSGO, in the beginnings of mapping, cs_museum was definitely a map that changed everything. Gwalior came later and was incredible too.

    In 2013 we also had Ruins, Siege, Agency and Reef. All these maps were incredible, obviously all from Mapcore guys.

    Later on, we got Import, Marquis and Crown. A guy named Yanzl came in and made Castle, Resort, Zoo and Thrill.

    Recently Anubis and Chlorine blew my mind.


    I'm missing a lot of great maps, feel free to fill the gaps guys !

  • PlayStation 5 Reveal

    • leplubodeslapin
    • April 8, 2020 at 11:16 AM

    I don't really mind, i like both.

    But in the end, you hands are symetrical and you use both sticks at the same time for a FPS for instance, it makes sense to have the 2 thumbs in the same position ^^ But on the other hand, the D-pad is practically never used as such so why have it at the resting position of the thumb and not the stick !

    It's fine to me I like both !

    I'm glad they are moving on a new design, it seems to me that it will be more comfortable (like the Xbox one and Switch pro controllers)

  • Half-Life Alyx

    • leplubodeslapin
    • April 5, 2020 at 9:14 PM

    I've only heard about that solution but never looked into it (i don't have a problem with the cable for now).

  • Half-Life Alyx

    • leplubodeslapin
    • April 5, 2020 at 6:35 PM

    9m x 12m ?! Wow that's big!

    Have you considered hanging the cables on the ceiling ?

    [Blocked Image: https://i.ebayimg.com/images/g/yFYAAOSwsthd1LI9/s-l400.jpg]

  • Half-Life Alyx

    • leplubodeslapin
    • April 5, 2020 at 3:04 PM

    I think the humor is also very close to the one we see in Portal 2.

    Basically: the joke of the very complex situation the player is asked to solve very quickly, otherwise terrible things will happen. You see that in HL:A a few times for example:

    Spoiler When you finaly find a way to get inside the ship by opening a big catwalk or something, and you have like 10 levers in front of you that seem to do complex things and you end up making the ship collapse into the ground

    This is very close to what we saw in Portal 2 (with Weathley asking you, right before waking up Glados, not to read at all those levers' labels but in the same time to look for one of them) or even with the Portal VR repair demo where you're asked to repair Atlas and are overwelmed by the amount of interactive holographic stuff in front of you.

    I liked the game very much but I also wasn't convinced by the radio calls with Russel. It tried to get personnal and show how Alyx is curious about how the world was before all that but didn't feel right to me. In Firewatch you don't have the pressure of aliens coming on earth to kill you, it takes its time and fills spaces that would be empty otherwise. In HL:A, there's tons of stuff on your mind already and in the end I was really intrigued by the radio calls when it made the story move on.

  • Half-Life Alyx

    • leplubodeslapin
    • March 28, 2020 at 11:36 AM

    SPOILER

    Spoiler It's a spoiler, please don't read this if you have not finished the game

    Spoiler I mean, I'm serious, really it's huge

    Spoiler OK.... I finished the game this night at 3 AM. oh my gad it was so cool and I'm so happy by the way they connected it to Half-Life 2 and its episodes, giving a real explanation of why Gordon suddenly reappears on earth for the beginning on Half-Life 2. And it's an amazing teaser for Half-Life 3 where we should play as Gordon again and look for Alyx with the help of Eli !! It's so freaking cool ! I wasn't a fan of going to the Antarctic for an HL2:EP3, it would not have been an easy playground to make maps with variety. So this is an amazing news because it clearly shows we're gonna get some HL again and the story continues !!

    At first I had this idea of the prison being the borealis, it could have been an explanation of why Eli and Kleiner seem to argue either if we should use it as a weapon or not. And then they gave the explanation of a prison with supposedly Gordon inside, it was much more appealing and I just couldn't stop playing the game until I finished it o_o


    And oh my gad this game is pretty. It clearly doesn't disappoint, from the beginning to the end

  • VR Kits

    • leplubodeslapin
    • March 25, 2020 at 10:56 PM

    I have the index too. The tracking is excellent and very cool to have if you can get some free space for it (2m x 2,5m is a gooood start).

    The picture quality got really improved compared to the Vive, and even if the resolution is similar to others (1600x1400 per eye), it is the best panel with the least noticeable grid effect.

    But that's because it's not an OLED panel like it used to be on the Vive/Vive pro and Occulus headsets, which makes it not as good as the others for dark environment (which is present in HL:A) but allow for very high refreshrate (Occulus headsets are at 72 Hz, The index default refreshrates are 90 and 120 Hz, and can even go up to 144 hz).

    So for the headset i'm pretty convinced by the Index but I think Occulus is probably great too (and less expensive).


    For the controllers, I'm not a fan of the knuckles , as said they fit very well in your hands but have poor button/pad placements. But the finger tracking is a disappointment to me. I expected to be able to control precisely every finger but you can almost only detect if a finger is closed or open and that's it. And if your thumb isn't on the top but on the side (which feels more comfortable to me), then it's not detected as closed at all (wtf ?!).

    I've read good feedbacks on the occulus controllers and they now have good finger tracking too. So maybe it's a really good option.

  • Corona Virus

    • leplubodeslapin
    • March 20, 2020 at 10:33 PM

    What a mess ... :(

  • Corona Virus

    • leplubodeslapin
    • March 20, 2020 at 10:23 PM
    Quote from 0kelvin

    5 hours ago, 0kelvin said: Our president went to US to meet with Trump and now lots of ministers and senators have been infected. He's such a dum....

    My gf (she's brazilian) told me he infected 22 people over there, even though he's claiming he's not infected by the Covid19 ... That guy xD ahah

    For now it's okay in brazil but it's going to get bad real quick, brazilians should really take this more seriously ? Good luck

  • Half-Life Alyx

    • leplubodeslapin
    • March 9, 2020 at 6:51 PM

    I ordered mine too, got tons of error messages but it worked in the end. During that process, I was still told that it would be delivered within 2 weeks, while the store page would tell you 7-9 weeks (if you were not connected on an account). So maybe I'll get it within the 2 next week, right in time for Half-Life : Alyx. That would be a dream o_o

    ?

    Good luck to you Puddy, Dux and the others !

  • Half-Life Alyx

    • leplubodeslapin
    • March 4, 2020 at 10:00 PM

    Two scenes from the universe of Half-Life Alyx are now available for Index owners via Steam VR Home :https://steamcommunity.com/games/546560/a…869822747139586

    The scenes :https://steamcommunity.com/sharedfiles/fi…/?id=2006661698https://steamcommunity.com/sharedfiles/fi…/?id=2006662466

    Note that :

    Quote

    Quote The rendering technology available in SteamVR's native environments is different than that in Half-Life: Alyx, and the interactivity is significantly lower than what the game itself provides.

    And an asset pack appeared magically on the Steam Workshop of Steam VR !

    https://steamcommunity.com/sharedfiles/fi…/?id=2006656803

    Can a Valve Index owner check this out pleaaaase ?

  • Half-Life Alyx

    • leplubodeslapin
    • March 4, 2020 at 8:18 PM

    I'm like Dux, even if it's going to get more stocks available I feel like i'm gonna miss it (either because i won't be fast enough, or there will just be too few of them available before march 23).

    And it's just so painful to think that i'm likely going to miss the new fucking Half-Life release because I can't get the headset (the money and pc are ready).

    I won't spend 1400€ on it though, i'll wait longer and cry in a corner...

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