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Showing content with the highest reputation on 02/17/2014 in all areas

  1. You can post feedback here and I'll pass it on or you can post on our forums at respawn.com
    8 points
  2. yo dudes! how are you doing? today i released a new weapon in the workshop, its part of a collection called Sho, that means, writing or calligraphy, the theme is the year of the horse. I used actual ink and paper to develop this finish and is my fav so far What do you think?
    3 points
  3. Team Scramble when?
    3 points
  4. 2d-chris

    Random Photo Thread

    there's a new road bridge in Frankfurt, snapped this earlier, the setup followed by the snap ...
    3 points
  5. Chocolate banana pancakes with sauté banana topping
    2 points
  6. Overall, the reasons behind this were: Bringing better support for Mac and Linux (and eventually PC). Keeping development small, focused and in-house (lower costs). Better outside access to developers experienced in the engine, if needed. Easier accessibility and support for expansion other platforms (PS4, iOS, etc.) Better overall engine support & tools. Some people are taking this as a put-down to Valve, but it's just common sense really - Source is over 10 years old and I don't want to see Dear Esther turn into an abandoned broken mess in the future.
    2 points
  7. Some new paintings. I should really try to paint more people/characters but it's hard because it never was a subject matter that interested me much. At least i'm getting better at landscapes/skies. That's a start. Can try to go more to architecture and tech stuff from there which is job related.
    2 points
  8. Puddy

    DE_BROOKTOWN

    It seems that you are consistently wording things to try and dodge the unavoidable bullet that this is, in fact, not based on "dust2's general layout". In reality, it is the layout of Dust2. Not "Dust2's general layout". Not a "standard figure of eight layout". Dust2's layout. Period. As an example, Favela is based on Inferno's general layout. It has many significant changes, however, and it stands on it's own. My question is this; is your focus primarily design/layout or art (as Dejavo brought up)? If your focus is the latter I can't complain. Trying to art an already established layout can be a good way to practice or just have fun if you like arting. As a level design project however, this is a bit thin. The changes to the layout, were they driven by design, testing and feedback or simply by the fact that the environment naturally had to change because of the new setting? For example, it's hard to have double doors and arches in a city. All in all, I just feel that giving us a city version of dust2 and presenting it as "my map" without clearly stating that it is using dust2's layout in your post is a bit disingenuous and also a bit lazy if this is an actual design project and not an art project. I'd like to hear your thoughts. I could very well be cynical and quick to judge.
    2 points
  9. I can convert them all into tgas and 2D panoramas if you guys want. (as well as a model for it) Would take some time though.
    2 points
  10. Part of a map I'm working on.
    2 points
  11. 1. This is intriguing as fuck. 2. This is fucking high quality. 3. Some of the imagery and scenes creeps me the fuck out. 4. You should watch this fucking show.
    1 point
  12. Sweet work yet again! Got your Pulse as my Famas! My only complaint is that it can be confused for a snow camo when you dont hold "F" to inspect it! I know it's hard but I do prefer when the skin looks badass from the first person perspective too (like the Pulse).
    1 point
  13. I was highly skeptical as well with Rising Of The Planet Of The Apes, then the trailer was convincing and movie was very good. I totally fell in love with the ape... amazing CG; i ended up siding for them (as I always do in this kind of movie). I'm looking forward for the new one as well. Never watched the Tim Burton's one, costumes were terribly ridiculous, and I really couldn't handle that kind of shit having read the book (although i did read when i was in my early teens).
    1 point
  14. Watched the new Planet of the Apes, was a bit skeptical about it but as far as sci-fi movies go these days this is a good one. I like how they expanded the universe rather than remaking a classic (like the Tim Burton fiasco). Looking forward to the new one now 7.5/10
    1 point
  15. http://www.youtube.com/watch?v=qnjYyfkcaNI
    1 point
  16. Do you mean the 50 cal style sniper with the horizontal mag? Yeah, it's a bit in your face.
    1 point
  17. I imagine that Source will still have a lot of BSP/displacement stuff for designers to use and blockout stuff with, but I think it will more heavily rely on models/props. Brushwork is so dated, and whilst it is good for designers to use, it does tend to look like shit even when pushed to the limits of what you can get away with, and you can easily just model the same thing in 3ds max and have it look 10x better, and it'd be 10x to do.
    1 point
  18. Chrillen

    A Game of Thrones

    I really like the subreddit over at http://www.reddit.com/r/asoiaf for theory discussion. They really dig deep sometimes, but its still fun Super tinfoil-ey theories some of them. Ajorah Azai and Bolt On, especially. The great thing is that they all seem plausible to some degree, from the sheer amount of hints dropped throughout the series by Gurm, so much that its difficult to predict which ones are going to be even remotely true.
    1 point
  19. Skjalg

    A Game of Thrones

    I really like the subreddit over at http://www.reddit.com/r/asoiaf for theory discussion. They really dig deep sometimes, but its still fun
    1 point
  20. Beck

    A Game of Thrones

    Game of Thrones Trailer #2 https://www.youtube.com/watch?v=d2ZNaLQD60Y
    1 point
  21. If you feel adventurous, you could take a look at using 3ds Max as your level editor. It's what I use for CS:GO now. Here are some screen shots of a level I've been working on for way too long in 3ds Max for CS:GO (started for CSS). The images at the top are early on, those at the bottom later. I know most people use Hammer for Source and there are a lot of resources to learn it; at the same time, Max is just more exciting and unleashed. With Max, just as one example from your questions... no need to track down all materials by decompiling a level. Just open the material editor and make your own new material. Simple as that. (Well simple as that once you master the material editor... ) Etc.
    1 point
  22. Lol, after shipping 4 cod games you develop a think skin. I think it's better to listen and take in the feedback rather then defend the game. If people have fun with it then great. If not, there a bunch of other video games to choose from. To answer earlier questions I designed Angel City. The burn cards are interesting because they only last one life you can get away with making something a bit OP. Puddy, was that 30 pilots? Anyway, thanks for giving the game a try.
    1 point
  23. :hurg2: :hurg2: :hurg2:
    1 point
  24. will2k

    A CS:GO Editing Thread

    Welcome to the world of Hammer, a cold world with bugs and frustrating moments, but once conquered, the end result will put a nice grin on your face when you see your finished level come to life 1- As FMPONE said, use bspsrc to decompile bsp maps into vmf files. I bet you are aware of this issue but always keep decompiling others' maps for educational purposes and personal use. If you intend to modify or edit the map, you need to ask the original author's permission first 2- It is very common in Source to group several detail brushes into one func-detail entity like Spence mentioned. If you come across this scenario and want to select individual brushes then you can always select "ignore groups" (top toolbar) or "select groups/objects" (right tolbar) to temporarily disable grouping thus allowing you to select individual brushes regardless of their initial group and without altering the state of the group. 3- As Spence said, you can open the texture browser and select "only used" to filter textures that were only used in the map currently loaded. You can also use keywords to filter textures: typing "office" or door" in the texture browser will filter textures from cs_office (or city 17 office) and doors respectively. Hope this helps and good luck in your exciting endeavor.
    1 point
  25. New gaming rig: i5 4670k 4 x 3.4 GHz GeForce GTX770 JetStream 8GB RAM (+new mainboard, SSD & power suppy) 60 fps in Crysis 3. Feels good man.
    1 point
  26. spence

    A CS:GO Editing Thread

    To answer your second question; if you make a selection and a lot of things become shaded or highlighted, it's likely that they are brushes/primitives tied to a single entity (probably a func_detail). When you select models in Hammer, they don't become shaded/highlighted but instead just display their bounding box in yellow, whereas brush selection is shaded in red. You can get some more information about what you have selected by looking at the bottom of the editor window, near the grid snap display, where by default it says 'no selection'. Another trick for identifying textures is to display only the used textures in the texture browser; click the 'browse' button on the texture panel on the right toolbar (unless you rearranged your panel layout) then at the bottom left of the browser window, tick 'only used textures' to filter by what is being used in the map you have open.
    1 point
  27. FMPONE

    A CS:GO Editing Thread

    Using GCFScape allows you to open Valve's files. You then need to decompile the map itself by taking the .bsp file of the map you want from the maps folder and then decompiling that file. You can do so with http://ata4.info/bspsrc/downloads.html As for where to find textures, that's a bit more basic, you simply select a face with the face selection tool and then select a texture from the option to find textures. (this is hard to explain with text, I would look up a youtube tutorial for that)
    1 point
  28. Yeah, I have to admit, Composite has been very... composed badum-tisk, throughout this entire thread. Really managed to ignore first impressions and allow people the chance to let the game stand on its own merits. Good guy dev for sure, learned a lesson from him I think it's fair to say!
    1 point
  29. Trust captain 2002 to turn up and comment on dem commie flags.
    1 point
  30. I never buy Collectors editions, but for 30 bucks more for an art book this was a good deal
    1 point
  31. Was sacrficing some logs to the porcelain overlords and got a new 55 high score
    1 point
  32. 1st ep. season 2 of House of Cards. Crazy good.
    1 point
  33. Here comes "Flappy Bird 3D" Prepare to be flappergasted: http://www.kanogames.com/play/game/flappy-bird-3d
    1 point
  34. Took a stab at Philip K's metal material tutorial:
    1 point
  35. 1 point
  36. I've been noodling around with this! And uh, ...That last one I grabbed the texture of google.
    1 point
  37. Where can I sign the petition to get 747 remake released? Anyway here some of my stuff: Mountainbase, was going to be a DLC map for Nuclear Dawn. Though I never finished it, due switching projects. Few weeks ago I released the VMF to the community, so it might see the light of day in some form. Downtown night version. The idea was to have a more interesting Splashscreen in ND. So I took a slice of the original Downtown level and made it into a night version. However it causes so many bugs on lower end machines. That we decided to remove it only a few weeks after it was published.
    1 point
  38. I was thinking.. If this is fake, that's probably a very clever way to get hired at valve and float in the sea of portfolios.
    1 point
  39. Robert interviewed! http://level-design.org/?page_id=1566
    1 point
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