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Showing content with the highest reputation on 01/19/2015 in all areas
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Mathis Widrat - IO Interactive13 points
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WIP in WIP, post your level screenshots!
TheOnlyDoubleF and 4 others reacted to Castle for a topic
Its 4vs4 round based CTF with no respawning until the round is over. Visit for more info:. https://forums.unrealtournament.com/showthread.php?14757-Game-Mode-idea-Arena-CTF http://youtu.be/6JK0fzsaKv45 points -
[UE4]Scifi Reactor Room
Sprony and 2 others reacted to Steppenwolf for a topic
I made a short flythrough video over the weekend. Hope you like it. https://vimeo.com/1171308013 points -
Time for me to join the list once again, as I'll soon move to Seattle to start work at Sucker Punch Productions! I'm so glad to be joining a AAA studio once more3 points
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I use dev or reflection textures to block out my levels. At the end I just do a mass replace texture to no draw2 points
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Hammer - Optimisation questions
jackophant and one other reacted to Vaya for a topic
Yeah I've watched that one a couple times. everything in it makes sense but it gets a little more complicated when you're trying to apply it to a fully (or close to fully) brushed level. Interlopers has answered a lot of my questions so that's good. LOTS of work for me with little visual improvement though. Lessons learnt: A boxed-out skybox is amazing at hiding bad brushwork probably start optimising at greybox. at least get the skybox wrapped around the brushes as this is a pain when your map is further down the line full compile every couple of iterations build using nodraw and then add textures to the visible faces, not the other way round Visgroups are lifesavers Most of you are probably going 'duh' at this but hey, you only need to make a mistake like this once, right?2 points -
Hammer - Optimisation questions
leplubodeslapin and one other reacted to jackophant for a topic
While not quite as in depth as the Interlopers article, ToppHATTwaffle's optimisation guide is a bit more visual if you learn better that way: TopHATTwaffle - Hammer Tutorial V2 Series #21 "Optimisation" Good luck!2 points -
Hammer - Optimisation questions
jackophant and one other reacted to Vilham for a topic
http://www.optimization.interlopers.net/index.php?chapter=intro the bible on this.2 points -
Games W.I.P Thread
mkandersson and one other reacted to Pampers for a topic
Vinneri was kind enough to help me do some testing and I now have a long list of stuff to fix but all the basic stuff works, so really happy with that. some pics and video: edit: PM me if you want to help test2 points -
What's going on with your life?
jackophant and one other reacted to JAL for a topic
I think it's been atleast 4 years since I posted anything on Mapcore. I've been lurking anonymously from time to time. Here's a short summary of what I've been doing. So back in 2010, I decided game development was stupid and there would be no chance of me ever working on games. I got a boring job as a software engineer in the IT-industry since I thought it would be a low risk well paying career choice. Worked on +10 different projects in roughly 4 years, became a functioning alcoholic, partied a lot, did a lot of travelling and was generally having a great time. Last year I noticed my drinking habit was getting out of hand. Stopped drinking, realized I hated my job. Saved enough money to quit and start my own company making games. Finally working full time on a game for the past 2 months. I don't think I've ever been so happy I think this picture is pretty accurate http://www.commitstrip.com/wp-content/uploads/2015/01/Strip-Dileme-de-codeur-550-finalenglsih.jpg2 points -
I've got some good new. I got contacted by the developers of insurgency. They are gonna make Kandagal an offical map! (they said i could tell people and i wanted to tell you guys!) Thank you guys so much for all the support. seriously this is the best community.2 points
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Setting my current map in Britain2 points
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Just saw this on Facebook, Francois... congrats! Have fun at Sony and in Seattle! I've also moved on, after 5 awesome years in Amsterdam at Guerrilla yesterday was my first day at Black Tusk Studios/MGS!2 points
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been playing around with the source2 tools (edit: for dota2 D:)2 points
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but it would be cool on source aye?1 point
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Hammer - Optimisation questions
jackophant reacted to leplubodeslapin for a topic
Have you tried to func_detail your brushes that aren't floor/wall/ceilings ? I mean ... WTF ? Can you share with us a vmf ?1 point -
Don't forget, that you can load the portal file in hammer, too, so it's easier to see which areas you still have to optimize.1 point
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Hammer - Optimisation questions
Thurnip reacted to clankill3r for a topic
Fix your skybox, then worry about the other things.1 point -
Has kinggambit changed date of his playtest? If so, I'd like to have 20.1 de_agri. If not, you can dismiss this record would be nice.1 point
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WIP in WIP, post your level screenshots!
TheOnlyDoubleF reacted to Hipshot for a topic
CTF is the best game mode castle.1 point -
Damn, it's been long since the last update. I actually didn't work a lot on it, just a few hours. Well, here's the current overview with some explanations of the changes in it. These layout changes aren't properly playtested yet. I'm afraid, the map is too T sided now. But we'll see.1 point
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Avalon is awesome! And the whole deception and bluff calling on that level is something that we've not really seen in videogames yet. Coup and One Night Werewolf are also really cool if you don't have time for a full Avalon game. Or Battlestar Galactica if you've got 5 hours and want to shed some friends.1 point
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ok did some experimenting with arts, made a grafiti and few pics from the redesigned T Spawn1 point
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I spoke with Einar for a while last night; he and Neil lost contact with each other years ago and have not been able to get back in touch since. There were some speculation Neil has been in bad health for a while. However, a few months ago Neil tried contacting Einar again. They weren't able to get back in touch afterwards, so that's the latest info there is. As far as project status goes though, it's not cancelled. I think both of them are keen on getting back on track even after all these years.1 point
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You will need to decompile the model and modifty some stuff here's how I would do it: 1. Download crowbar(model compiler/decompiler) http://steamcommunity.com/groups/CrowbarTool/discussions/0/540743212934593209/ and GCFscape to extract the model from the game. http://nemesis.thewavelength.net/?p=26 2. open up GCFscape and load pak01_dir.vpk, which is located somewhere around here "C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgo" 3. Now find your desired model, I went ahead and exported aztec_block.mdl. Export all the stuff associated with it. 4. now open up crowbar and load your extracted *.mdl file and hit the decompile button 5. now go to the "decompiled 0.24" folder, and open the 2 highlighted files 6. in the aztec_block.qc change the model's name and path to whatever you want, I've changed mine from $modelname "props/de_aztec/aztec_block.mdl" to $modelname "test/hurg.mdl" and save it. 7. now in aztec_block_reference.smd, notice this line "modelspropsde_aztecaztec_block" it's the path to your material, so let's replace those lines(any more decent text editor should be able do to that, I'm using notepad++) I've replaced the lines to "modelstesthurg" and then I saved it. 8. go back to crowbar and switch to the "compile" tab, select csgo as a game to compile for, load your *.qc file and finally press the "Compile QC File" button. 9. Now you should be able to open and see your model in the model viewer, and as you can see it's pitch black since we haven't created the material yet, so let's do that next. 10. I'm assuming you know how to create *.vtf and *.vmt files. I've put my texture and material here C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgomaterialsmodelstest and BOOM it works!1 point
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That door is important because the entrance on that side is too long to check everytime. Also it would be really hard for T's to take the A site from Middle since they have to check 2 sides at the same time. This way if a CT tries to go the door T's will be able to hear and know someone is there.Of course i made it special for competitive where you can boost a team-mate on a box so they don't have to open the door at all.Makes for more dynamic gameplay i guess. Something like this i guess : Might as well show some of the work on the hotel I'm trying to make the inside of the hotel minimalistic as possible since it's closed space. ^ 50degree building (fml)1 point
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Iceland landscape Today i'm learning Unreal Engine 4. And just for fun i made a... Iceland landscape1 point
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After a very... Interesting.. 7/8 months at Sony London, Ive been offered a position back at The Creative Assembly as a senior environment artist. Very excited to be going back (this time with a permanent contract!) and working on an exciting new game1 point
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I have been wanting to do a Japanese styled theme for years, and I always thought that I would go for the Moon Dragon look, but then I saw Overwatch and added that I'm kinda exhausted by making dark and moody levels, I felt that this look would be really fun to bring into Q3, do the Empire of the Rising sun some justice (Japanese Castles are getting a bit old now =)) I know Sakura trees don't look like this, but I haven't had time to make a proper texture yet, so I just tinted some old leafs.1 point
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WIP in WIP, post your level screenshots!
Thurnip reacted to TheOnlyDoubleF for a topic
I've made few change (and on the fow blackdog). This is good for me.1 point -
i'm glad the q3a mapping competition introduced me to this forum - it seems like a great community. it's kind of intimidating to post stuff here, though, since you guys all make so much awesome stuff! here's my latest quake 3 project using sock's industrial texture pack.1 point
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[Paid][6 month contract]Level Designer wanted for DESYNC [PC FPS]
Thurnip reacted to Daniel Nilsson for a topic
Dibbs! On a more serious note, will send an application tomorrow!1 point -
I'm fairly hyped for another just cause, no 2 was just great open world gameplay, letting you piss around and do stupid stuff.1 point
