Posts by grapen
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Quote from blackdog
36 minutes ago, blackdog said: Grats @grapen!
im in a similar position, just I'm older and nowhere near releasing a map. I just can't make the time to regularly work on them… I've tried several times by participating in contests, but my job has so irregular hours that is impossible to have a routine and as easy as it sounds "instead of watching a tv show map", I'm really tired most evenings ao much so I often collapse into sleep on the sofa after putting down my plate.
im still not giving up tho, just maybe I'm more oriented to the indie development idea.
Well hold on and keep working, curious to see the map and more work in the future

Oh I know just what you mean, juggling a day job, family and aspirations of becoming a developer can be so draining at times. I guess I'm just fueled by raw willpower at this point. Here's to us both making it sooner or later!

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Quote from WDDisplay More
21 minutes ago, WD said: There's a whole lot of different console commands for engine telemetry, why not try testing that?
https://developer.valvesoftware.com/wiki/Showbudge…wiki/Showbudget
You'd only save memory for using the same texture.
You're only going to hit the draw call bottle neck when rendering somewhere around over 3k static meshes simultaneously ( and by then its only ever so slightly affecting fps ). It is almost impossible to hit that number in a CSGO like corridor shooter if you consider all the good design practices. So if you'd have that many static meshes would it be better if they'd share some of the textures to save memory? I think so.
In the case of just three models it doesn't really matter unless you want to save hdd space.
Excellent link, didn't know this existed. Have some testing to do =)
I ask because of what Cliffe had to say about this picture:
[Blocked Image: http://i.imgur.com/r3yr5QK.png]
"The reason you're seeing those models render is because models of similarity (that share textures) were combined in order to reduce draw calls. We measured the peformance of the map before and after this optimization and it resulted in a 40% average framerate boost. While looking at this it may seem counter intuitive but currently in the engine the number of entities is of far greater importance than the number of polygons you're rendering"
I just found this very interesting and would like to know more about best practices in Source, theoretically.
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Quote from Steppenwolf
19 hours ago, Steppenwolf said: You can't do everything in SD yet. It's difficult to make perspectival objects, say variations of bricks for a rubble texture that show three sides at a time. It's also very difficult to place such things procedurally without cutting and blending too obviously into each other. Also you can't do shape profiles along a spline or things like that. But at the rate Allegorithmic improves their software i wouldn't be surprised to see some next level shit happening within the next 2-3 years.
Photoshop i haven't opened for almost a year aside from some oldschool source engine texturing and sign decals that i made.
Got any good ideas of how to handle irregular patterns in general? When I make an opus pattern for example, I have to resort to making the initial layout in Photoshop. I've seen some stellar looking irregular brickwork and I just can't figure out how the artist did it. I've tried experimenting with FX-maps, histograms, distance, levels etc.
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Imagine a scene where you have two separate models, each with their own 1k material. Now let's add another model that utilizes both of these materials. Is this favorable over creating a new 1k material for the third model in terms of performance?
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If anyone's on the fence on this: do not buy. The game is getting progressively worse, the community is incredibly toxic and the unfinished state of the game is just getting more evident by the day. I'd pick it up on a steam sale at 75% off a year from now, as long as it's been patched up good by then.
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Quote from WD
2 hours ago, WD said: After seeing these, sculpting or even using photoshop feels like a fool's errand.
If you value time, I'd say so, yes
I spent an hour on that material, from booting up SD to saving the vtf's, most of which was spent nitpicking the colors. Then again, if I was making something like a plaque of a lion's face to be a part of a stone material, I would sculpt it and import it to SD. But I'm just an amateur, there are probably other means to doing that. -
Following up on the previous post. I duplicated the brick material, removed the brick height information and tweaked the colors and cracks a bit and made that into a worldvertextransition:
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Edit: forget what I said. For a moment I forgot OW is a game about shooting stuff. She is obviously not going to be a part of the cast at that age.
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Was playing For Honor last night and noticed this cool brick material on a castle wall, it looked almost oily. Got inspired and wanted to make something similar.
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So I just feel like sharing my story. I'll be turning 31 soon (I saw earlier in this thread someone considering themselves old at 22.. Yeah..). I have a wife, two kids and a academic career that is fun and pays really well.
I've also had a passion for level design for the past 20 years. I made my first map with QuArK in 1996/1997 that I still remember to this date. I've also played a LOT of games over these two decades, and in every single one of them, I stop to look at the architecture and gameplay layout. I do this IRL as well. Sometimes to my wife's dismay. I just enjoy scanning stuff I see and putting them in my visual library somewhere up there in my brain. It's a bit of an obession.
I've considered a career in LD on many occasions. It just never happened, for various reasons. Most likely because I never really tried, if I boil it down, and that is killing me. I'll be releasing my CSGO map soon, and after that I'll be moving on to more modern engines to get a portfolio running, to see if I could land a junior position. If I succeed, my paycheck will likely be 25-50% smaller, but I'd be happier. If all else failes, at least I tried.
Curious to hear if anyone here made a career switch post 30?
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Quote from AlexM
3 hours ago, AlexM said: Is the playtime for each character in the career profile known to be inaccurate? Or does it not include ranked? It feels like it partially froze for me and I'm pretty sure there's no way I've put in more time with sombra than winston
There's a drop down on your profile where you choose between qp and ranked (per season) stats.
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Voted Unreal as I plan to expand my repertoire.
Would've loved voting Overwatch though. Toolset pretty please?

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Quote from Pampers
On 2/21/2017 at 1:08 PM, Pampers said: The game looks gorgeous, really cool character designs, but online p2p?
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.The main issue here is security. Drop hacks are apparently already a thing, though I've yet to encounter one personally. Unlike what they say in the video, there is no single host, instead everyone is the host, so there's no host advantage. That's why you sometimes get "configuring session" when someone ragequits. I've had no issues with latency whatsoever thus far (then again i have glorious swedish fiber), but I'd prefer dedicated servers for sure.
Edit: turns out I was just lucky the first few hours. Their P2P architecture is garbage.
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Story looks to be top shelf stuff.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 kind of funny how fast SR can swing with streaks as I had a game recently where we were underdogs in mid master, but had three people who used to be 4200-4500 just recently. They had a rough patch of games individually, but when put together absolutely dominated. Going from top 500 to top 5% in a week doesn't make much sense. But I understand there are also good reasons for streak bonus/punishment. Looking forward to seeing how the system will evolve over time.
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In master people know exactly what they're doing, just not in the sense you'd expect. There's more often than not one person per game chilling in base, not giving a fuck. Wish these people could be banned somehow, but I don't see it happening.
I don't mind off meta picks at all, but when someone goes Torbjörn on Ilios and instantly leaves voice chat you know what's up.
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I'm on uplay as grap3n if anyone wants to brawl it out or play dominion. The environment art is so good in this game, very inspiring.