Nice funky layout
! And it looks really cool :))
Posts by leplubodeslapin
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And we got a release date !
https://twitter.com/valvesoftware/status/1228039740001177600
(23 march)
A friend currently in Canada told me the Index is available there, is it coming back in stock ? ?
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The index has been out of stock for more than a month now (Europe warehouses I guess) and I haven't heard any news about when it's going to be available again ? I'm afraid people are going to rush-buy it when it becomes available once again and I miss it.
Does anyone know anything aout the Valve Index stocks ?
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Calling @marnamai ! Enlighten us!

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Quote from [HP]
1 hour ago, [HP] said: If you're like me, and the announcement of Alyx makes you wanna replay HL2, this mod seems to enhance things a little bit. I absolutely love the feature that turns the projectiles from hitscan to "bullet drop".
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.I'm already more than halfway through, too late !
Seems nice, the SMG feeling should be much better with the bullet drop instead of hitscan + the iron sightIt's such a great game, guys replay it, now is the perfect time !
I bought new ram and CPU, and I asked for a motherboard to santa claus
And I'll buy the Index in january ! ? I'm so hyped !!!!!!! -
It's sick ! I'm glad you're able to release this before DL2 comes out, I'm sure a lot of people are interested in playing such an extensive campaign.
Maybe Techland can help you to promote the campaign ? I don't know much about Dying Light custom campaigns but this seems very impressive and totally deserves to be under the spotlights !
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The lighting is just insane, pause the video at any frame and it's incredibly crisp and clear with no glitch whatsoever. I'm sure this brings a lot to the table of VR and player immersion.
I don't know what to do, it's just so expensive (I would want to play it on the Index for sure, and my PC is quite not up to date enough ?)
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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.
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It's Half-Life
Maybe Source 2
Even if I don't have a VR headset (and I have no idea if I'll get one soon or not), this is freaking good news
100 times better than nothing, like it's been for 12 years regarding Half-Life
!!!
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Quote from RaduDisplay More
23 hours ago, Radu said: Since that time of the year is almost upon us yet again, I thought I'd see what I wrote last year. Pretty pleased to see that I actually achieved that and with plenty of time still left on the clock.
I started work as QA at my local Ubisoft back in December.
I published Terraza on the workshop in March. It got hit by a wave of downvote bots and ended in obscurity. It was recently featured on Faceit's Season 2 of Wingman and got some more feedback on it. I'm looking to tweak it after the CS:GO contest ends, add support for Deathmatch/Demolition and re-release it maybe.
In the meantime, my friend Ville built an online portfolio for me to use. That also took a bit of tweaking, going back and forth, mostly because I'm too much of a perfectionist, but we got something that I'm quite happy with. It's super clean and responsive.
In April I started work on a huge FC5 arcade level, Jungle Raid, that I got to finish by the end of July. Afterwards, I spent two-three more weeks going through feedback and one or two additional weeks working on the supporting documentation. This was definitely a huge learning experience for me, but also quite a challenge.
In September I finally got the chance to apply for a jr ld position at my Ubisoft and after two weeks of interviews and HR talks I got the job!
However, before all of this, I had spent around a year and a half trying to put together a portfolio (starting autumn 2016 to spring 2018) and failing to the point where I burned out and genuinely quit sometime in April 2018. After that, I spent the next 7 months working as a freelance photographer. This was a long period of introspection and personal growth that led to managing myself better, being more open towards people and asking for help when I needed it.
Now I'm working on the PvP component of Ghost Recon Breakpoint (which released to stellar reviews!), my map for the CS:GO contest and something else on the side. Yeah, I'm looking forward to 2020!
That's really cool dude, congratulations that's a lot of achievements for 1 year !
Your portfolio is really neat and showcases nicely your work ?
Well done for surpassing these two laborious years, good luck with all these new projects

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what
Guys ok it's nice that you can be so accurate with your feedbacks and I'm pretty sure that they're welcome to improve the visuals of the map and make it more "realistic".
But please, understand that not everybody is an expert in AC, plumbing and in the history of USSR vehicles from decades ago. It's something that the map creators can take into account and change but it's their map, they don't have to change these things to please a community of people.
Appreciate the work applied here and do your feedbacks as suggestions of stuff that could be improved, kindly.
Just my 2 cents :x
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He doesn't mean that

A normal map is in the end a colored picture with a combination of red, green and blue colors. Each one of them is a layer, a channel. Maybe look for how a normal map works (try here ?), but to explain it as simple as possible : the green and red channels are used to explain in which direction an area of your texture would be looking at if it was in 3D. The red is for horizontal direction and the green is for vertical direction. The issue with Source is that the green channel is reversed compared to most of the other 3D engines (like : low value would look downward and high value would look upward or the other way around, I dont' remember, and it's the opposite of the standard of other 3D softwares).
This ends up with your brick texture that has cement between bricks. This cement should probably remain in between the bricks (recessed) and not spilling outward. But since your green channel is likely reversed, the normal map is in the wrong way.
Kinda hard to explain :x Does it make sense ?
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Quote from Interfearance
19 hours ago, Interfearance said: @blackdog The problem is all over Europe. The EU thinks they own the internet. You can thank them for every cookie pop-up you have ever had to click away from.
.........
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Just . Wow ...
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They would just need to switch from a bounding box used for the player collision with the world to a more classic capsule or something else. It would probably impact the gameplay quite a lot though and people are really used to it for precise movements.
I wouldn't mind a transition to Source 2 the same way they did it on Dota 2, or even with CSS back in 2010 (where they moved it from an old 2006 Source engine to the Orange box version)
→ They did a beta branch that lasted a few months and in the end the transition was completely invisible for everyone.
I believe it could be useful to bring back map makers to CSGO and get newer and better content. But yeah, nothing makes this necessary for them and it's risky.
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Quote from PogoP
12 hours ago, PogoP said: UV'ing is really odd in Blender, that's my main issue with it. I just love planar mapping from 3ds max

Isn't the option you're looking for "U (unwrap menu) → Project from view", with the camera looking at the selected faces with the desired angle of projection ?
Recorded a gif to show what I mean :
https://i.imgur.com/GkhTSNX.mp4
Also btw, i'm following the excellent beginner tutorial BlenderGuru is currently making for Blender 2.8. I'm making a waffle, it's really nice to follow

[Blocked Image: https://i.imgur.com/WgyHrae.png]
(Still missing materials and the rest of the scene basically ? )
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@Serialmapper You don't need SMD files anymore, you can compile a model for Source from a .fbx now !
So you don't need that SMD plugin anymore.
You just have to give .fbx files to your .QC, here's an example :
QuoteQuote $modelname "cs_archives\furniture_desk_01a.mdl" $cdmaterials "models\cs_archives" $body "Body" "furniture_desk_01a.fbx" $staticprop $surfaceprop wood $sequence idle "furniture_desk_01a.fbx" $collisionmodel "furniture_desk_01a_phys.fbx"{ $concave }
Personally I was really used to 2.79 (I mean before 2.8).
I tried working on a blend file on 2.80, on the next day I tried to open it with an older version of Blender and it didn't work anymore (makes sense) so I continued working on 2.80 and I'm getting used to it it's great

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Hummm ... I believe Blender got its 2.80 update (still in beta but plenty of people are using it) → People realize it's at least as good as maya/max for what they do but it also has plenty of tools within the same software that can replace other softwares (sculpting, baking, rendering, physics simulation ...) → They give it a try and it's just much better than paid softwares ?
Plus it has an incredible real-time render view (eevee).
Maybe guys you should give it a try ?
To me, it's 1000% deserved.
(I'm no expert, I'm not an 3D artist)
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2 videos of Xen gameplay have been reveiled from IGN :
https://www.ign.com/articles/2019/…1s-weakest-part
I don't really want to get spoiled too much so I didn't watch both entirely
But it seems really promising and the standards of quality of the game clearly increased -
Oh yeahh ! \o/ I hope you'll enjoy this teaser too !!
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I don't really understand your issue, what's the problem here with creating just a basic collision shape like this ?
[Blocked Image: https://i.imgur.com/n0fGOsg.png] → [Blocked Image: https://i.imgur.com/2daBD8z.png] OR [Blocked Image: https://i.imgur.com/CABQPSc.png]
Also if you have unecessary geometry like that and you don't want to destroy the faces and rebuild everything by hand, you can select the edges like this :
[Blocked Image: https://i.imgur.com/XpBkU91.png]
Press DELETE (or X) and pick "Dissolve Edge". It will reconstruct geometry without these edges.
EDIT
Can you show us the complex geo that you struggle with ?
Most of the time, I think it's just about the amount of elements I use in my collision meshes. By using multiple you can create concave geometry but you'll quickly hit the limit amount of elements (don't remember how high this limit is but it's pretty low)