Re-generate nav mesh
Posts by Lizard
-
-
-
Quote from clankill3r
9 minutes ago, clankill3r said: Lizard you're a wizard!
[Blocked Image: http://ithepeople.co.uk/wp-content/uploads/2016/04/harrywizard.jpg]
Glad to help
If you want to know more magic ... You can press ''X'' and manipulate everything in 3d viewport just like in 2d. -
Press ''Z''. This allow you to fly around in 3d viewport.
-
Hello, it's me ... I updated the workshop link today with the newest version. I felt like the old layout that I had was not interesting and I decided to remake it. Here are some new screenshots.Layout itself:[Blocked Image: http://i.imgur.com/AFUFEho.jpg]
T's route to A bombsite:[Blocked Image: http://i.imgur.com/v8EGAJM.jpg]
Mid (view from CT side):[Blocked Image: http://i.imgur.com/feAtbZu.jpg]
T's setup area outside of B bombsite:[Blocked Image: http://i.imgur.com/5HVc7nE.jpg]
B bombsite:[Blocked Image: http://i.imgur.com/8gvMRsw.jpg]
A bombsite:[Blocked Image: http://i.imgur.com/2NRv7fA.jpg]
Also I started to stream from time to time while working on Abbey. If you guys want to talk about level design while looking at my dog through Doggo Cam™, make sure you follow me on twitter and twitch. Regards !
-
Working workshop version of _001 is here: link
I'm aware of few things and they will be fixed before first playtest

-
Quote from [HP]
17 hours ago, [HP] said: Really like the carefully crafted trims on the floor where the sidewalk ends, and the wall. Usually you should only make trese details at the end, but somehow it really makes the scene less gamey to me, good shit man.
ALso, it's lacking a color pop it feels like, deffo introduce those purple bushes somewhere for juxtaposition in color.
Thanks! Like I said it's more like a test scene to work with textures, props and colors. Also It's better for me to work on the lighting this way
Quote from OrnateBaboon18 hours ago, OrnateBaboon said: Really nice theme, and can easily be pulled off within the time frame because of all the bold structures. Stock content could also take the map a long way, and still keep the map looking very different to official maps.
We are aiming between cobble and inferno theme wise. It might be hard to pull off but definitely worth of try!
Quote from text_fish47 minutes ago, text_fish said: I used to see this in an advert and I always thought it'd be brilliant for a CS map/skybox! Glad someone's making it happen. Where in France is it?
-
-
Hello. Me and @Thewhaleman are working on a de_ map set in french monastery somewhere in the south part of france. I decided that this is a good time to post some progress. We should have working layout by the end of the next week.Goal: The goal is to include variety of possibilities for players to play the map with huge diversity of equipment. This includes tight areas designed for CQB style as well as few long sightlines to encourage use of sniper rifles.Screens:
Spoiler
[Blocked Image: http://i.imgur.com/76WfQiF.jpg]
[Blocked Image: http://i.imgur.com/zXt1G1z.jpg]
[Blocked Image: http://i.imgur.com/WR9fb7m.jpg]
[Blocked Image: http://i.imgur.com/U2K6F1V.jpg]
Bonus:[Blocked Image: http://i.imgur.com/C8tUOES.jpg]
I did small scene (supposed to be T's spawn area) for whaleman to work on the art style a little bit)
Refs:
Spoiler
[Blocked Image: http://i.imgur.com/kmw0nn8.jpg]
[Blocked Image: http://i.imgur.com/EcJyDxK.jpg]
[Blocked Image: http://i.imgur.com/ujEwIjD.jpg]
-
Good job !
-
Quote from clankill3r
30 minutes ago, clankill3r said: @Corvus
What is it for? And what engine is it?
UE4
-
Small level for my uni project game.[Blocked Image: http://i.imgur.com/ngD7S7U.png]
-
Found this picture on my pc[Blocked Image: http://i.imgur.com/RAApNMr.png]
Took it 6 years ago, nothing really fancy but I like it

-
Quote from text_fish
53 minutes ago, text_fish said: Lovely visuals. On a basic logistical level, it seems a bit weird to have those turnstiles on one side of the ticket-booth/hut, whilst there's a big ole opening on the other side. Maybe you could put in some sort of open concertina gate on one side of the opening to suggest that it's usually closed to the public.
It is very hard to make a smooth yet realistic space like this. I was planning to add something like this[Blocked Image: https://sc02.alicdn.com/kf/HTB1eLwcOpXXXXbtXVXXq6xXFXXX2/Airport-Stand-Portable-Metal-Queue-Pole-Barrier.jpg]
but I really don't want to add another obstacle in this space. So we either make it passable or we can leave it as it is. Thanks for kind words

-
Trying to make a cool looking loading screen for Transit. [Blocked Image: http://i.imgur.com/IA2nFBo.jpg]
-
Quote from Squad
21 hours ago, Squad said: Do they work both ways?

[Blocked Image: https://i.makeagif.com/media/7-22-2015/7HIRJ8.gif]
Kinda

-
Quote from Jiro
17 hours ago, Jiro said: I love everything you do. How does the Tourniquet for tickets plays? Like a clipped stuff you jump over or you can walk though it ? Noobs questions: The textures and props you got, you made them? You find them on custom sites? They are included in the basic SDK? Everything look so much better than on my works I wonder how you archieve this.
Hi man. You can easly pass the Tourniquet. We are working on them to be fully animated but there are some issues atm.
-
Hello everyone! We are very close to release and I would like to share with you some of the screens from A bombsite for the first time.[Blocked Image: http://i.imgur.com/xacNXkb.jpg]
[Blocked Image: http://i.imgur.com/gvHvOIL.jpg]
[Blocked Image: http://i.imgur.com/mcpVb3P.jpg]
We might release later today when we fix all the issues with current versions.@MikeGon Sorry for late reply
The area really plays smooth and the lower part of the room is more save route to take. Ct can't really get there before you. Cheers ! -
-
Quote from jd40
18 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?
Second screen looks very natural. I would leave it as it is.
