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  1. Well, it's actually quite simple. Ideally, you want to minimize the filler areas and maximize areas of type alpha and omega. You do this by learning how to think in 3 dimensions and how to generate interesting areas, while working within the constraints of nature and human architecture. Here is the formula for what makes a good area: Goodness of narrative comes down to story-telling, which is a very expansive topic in and of itself so I will focus on goodness of color and goodness of shape. So we'll use a simplified formula for goodness of area, shown below: Formu
    8 points
  2. celery

    Prime [Wingman]

    Just wanted to post some updates :)))) -celery
    7 points
  3. csWaldo

    Furnace

    It's been a while since we posted a proper update here but a lot has changed in the last two months. - B site has received a full rework - rotations are faster and simpler - mid was reworked to make it fair and fun - outside A now has a tunnel connecting it directly to B site The version shown here should be live by tonight and we are hoping to finalize the layout soon. Feedback is, as always, very welcome and maybe I'll see some of you in the next playtest Radar: Screenshots:
    6 points
  4. 5 points
  5. Latest scene I'm working on in UE4 -Fully Dynamic lighting- Islands and Christopher Columbus
    5 points
  6. Slowly resuming work on my projects after a LONG hiatus
    4 points
  7. Pampers

    REPLACED

    kind of like The Last Night, only with a release date
    4 points
  8. JimFKennedy

    Battery

    Back with an update for this month, as the map is getting close to release. One of the big changes to the map was moving to the Wingman mode, and decreasing the maps size, there we're a few reasons why I did this (but the main one is I fucking hated Bombsite A) The centre 'Chimney House' is nearly finished, just finalising the look of it, and you'll also notice some new interiors. Alongside these changes is just a few model changes, improvements to some displacements, reflections and performance, as well as improved blend modulate effects. Aiming for a June 24 release
    3 points
  9. 2 points
  10. I think that's sort of what the reference is, those flatter cartoons like Tin Tin merged with Moebius art style. I like it, pretty original.
    2 points
  11. will2k

    S.T.A.L.K.E.R. 2

    They kept the same PDA alert sound as the first game @4:32
    2 points
  12. Minos

    Control (Remedy)

    I actually picked it up again (after trying it before and not liking it), but second time, I actually quite like it Love what they do with the gameplay once you unlock a few abilities. Can tell they put a lot of love in this game!
    2 points
  13. dux

    Battlefield 2042

    Who the fuck plays BF for Single Player
    2 points
  14. YAHATA - ヤハタ 21式小銃 If you're interested in seeing more renders they are available at https://www.artstation.com/artwork/xJeXvE
    2 points
  15. Decided to come back to this environment. Since it's pretty much 2 years old at this point i wanted to start from scratch. Here's some of the foliage that i've made for the new environment so far.
    2 points
  16. blackdog

    Battlefield 2042

    New game being unveiled shortly Edit: back to the future (setting)
    1 point
  17. Pampers

    Control (Remedy)

    been playing in full rtx glory, really enjoying so far
    1 point
  18. kleinluka

    STARFIELD

    Haven't seen a thread about the game here. Bethesda Game Studios' new IP. The new E3 trailer doesn't show much, but it provides the first glimpse of in-game footage, and with it, the first footage of the new Creation Engine 2. Also confirmed, Inon Zur (composer of Fallout) will be scoring the soundtrack for the game. Release Date: 11/11/2022 (XBOX/PC exclusive) More info on the game from a Telegraph interview with Todd Howard: https://pastebin.com/mWBbggZD Some concept art:
    1 point
  19. kleinluka

    STARFIELD

    They were probably made to show something by Microsoft/XBOX. Bethesda typically doesn't show anything until they are close to release. According to Todd Howard, gameplay will be shown closer to release, so probably E3 next year.
    1 point
  20. I guess @Freaky_Banana that’s just the nature of things for testing community content… unless you’re in a studio environment or a very well known creator, you’re gonna bump into that wall. Maybe you can get someone prominent to feature your map (which looks dope for theme IMO) or try getting in touch with those that manage servers with custom maps anyway, like 3kliksphilip.
    1 point
  21. Radu

    Battlefield 2042

    Alternative trailer. Viewer discretion advised. https://i.imgur.com/OverIAB.mp4
    1 point
  22. Zarsky

    S.T.A.L.K.E.R. 2

    This is supposed to be a UE4 based game afaik? I hope they put as much effort on profiling / QA as they've put on making the NPC teeth realistic.
    1 point
  23. 1 point
  24. will2k

    S.T.A.L.K.E.R. 2

    Stalker 2 minimum requirements OS: Windows 10 Processor: AMD Ryzen 5 1600X | Intel Core i5-7600K Memory: 8GB RAM Graphics: AMD Radeon RX 580 8GB | NVIDIA GeForce GTX 1060 6GB Storage: 150GB Additional notes: SSD Stalker 2 recommended specifications OS: Windows 10 Processor: AMD Ryzen 7 3700X | Intel Core i7-9700K Memory: 16GB RAM Graphics: AMD Radeon RX 5700 XT 8GB | NVIDIA GeForce RTX 2070 SUPER 8GB | NVIDIA GeForce GTX 1080 Ti 11GB Storage: 150GB Additional notes: SSD https://www.pcgamer.com/uk/stalker-2-system-req
    1 point
  25. Radu

    de_loreley [wingman]

    Just update the workshop and I'll have a look at the changes whenever I can. That's how it goes, you make changes and test until you consider it to be in a good enough state.
    1 point
  26. 1 point
  27. Radu

    de_loreley [wingman]

    I would recommend you playtest this with several more different people before you make a decision. Personally, I like the idea with the dropdown/boost as it adds some opportunity for varied plays. At the same time, if players feel like there's too much to cover, then maybe you need to simplify some areas, shape them a bit differently so they become more manageable. I think the reason for it is that both CT players have to cover 2 angles at the same time AND also keep in mind there's an additional one they can't cover. If you would reduce it to just one angle for the CT covering tunnel and make
    1 point
  28. Buddy

    S.T.A.L.K.E.R. 2

    Gameplay? lol
    1 point
  29. 1 point
  30. AlexM

    Unreal Engine 5

    Looking forward to watching these this weekend!!!! Will report back to mapcore ASAP
    1 point
  31. FMPONE

    Elden Ring

    I have literally never played a Dark Souls game but this just seems dank to me. That last screenshot of the guy in the mask wielding a mace is a work of art
    1 point
  32. Radu

    The Anacrusis

    1 point
  33. ┌HP┘

    Unreal Engine 5

    1 point
  34. AlexM

    Unreal Engine 5

    Ah I see. I think for this particular example, the art director probably wouldn't want the Lumen indirect lighting because it looks to me that they want a high contrast, comic book type shading. Personally, I think it might be at least worth a try but I can see an art director being against introducing indirect lighting to a game with this look.
    1 point
  35. 1 point
  36. Corwin

    Corona Virus

    Vaccination is a super complex topic, so I'm afraid of commenting on it and saying something stupid. I understand some of the anti-vaccination arguments/thoughts people can have, because like ThunderKeil described, choosing to administer a vaccine to your kid, for instance, feels like the responsibility is on you if there's a side effect. Those thoughts are related to the fact that when you have to make that kind of decision, the perspective is that of yourself, your family etc. not that of society as whole. You have to play good-cop-bad-cop in your mind about there being a super low chan
    1 point
  37. Rump3L

    Freya [Wingman]

    Time for some update. So I applied some custom made textures from SD across the map and revisited the lighting (best to check ingame) updated v. => https://steamcommunity.com/sharedfiles/filedetails/?id=2111814809 Nxt up interiors and models
    1 point
  38. Scene I made so I could do some real-world(ish) render batching method tests. Everything is built from a modular set of about 8 or so pieces.
    1 point
  39. kleinluka

    Corona Virus

    @blackdogIf you really think we can develop a vaccine that NOBODY will die from you’re gonna have a bad time. And this isn’t throwing in the towel and saying “I guess this is good enough”. There are scientists working right now to figure out what’s triggering the thrombosis response in the AZ vaccine in order to make it even safer. But the number will never be 0, there are simply way too many people with allergies, countless combinations of existing medical conditions that can interact with a vaccine. It’s simply not gonna happen. You may ask “how is this any different to the same argumen
    1 point
  40. 1 point
  41. Vilham

    Far Cry 6

    Don't care, has sausage dog.
    1 point
  42. Lizard

    Dying Light 2

    Will let you know if thats indeed the case
    1 point
  43. Radu

    Dying Light 2

    1 point
  44. dux

    Subnautica

    It's basically what the new UE5 level tools do. We have the whole world marked out on a 2d image graph which is then split up into 3d boxes which you can individually select or as a group and open them up to edit sections of the world. I was responsible for crafting biomes and their overall look while the leads oversaw the story/scripting sides of things.
    1 point
  45. Tisky

    Corona Virus

    Met a girl last year in January, she lives in Malmö and i am 250 kilometers north from her. It is weird that we haven't been able to date outside, having dinner in a restaurant and visiting places. Luckily we are both like two senior citizens and enjoy being at home together eating food and watching some silly tv show. We just bought a crappy house we hope to restore Never ever thought i would be in such a happy relationship after my previous ones, so i am grateful! Got my first dose a week ago or so, (Pfizer), arm hurt like i had gotten punched by my brother for two day
    1 point
  46. JimFKennedy

    Battery

    Did some significant improvements to Middle/Bombsite B, because I didn't like the original look. Added more cover to Middle because a few people said it should. I also reduced the amount of props because it didn't look as good. The 3D skybox I originally added was quite boring, it was literally just black mountains. This update improves that. There was also a bunch of FPS increases all across the board thanks to actually optimising the map properly.
    1 point
  47. JimFKennedy

    Battery

    finally found something that worked for the weird shaped blockout https://steamcommunity.com/sharedfiles/filedetails/?id=2401850892
    1 point
  48. slavikov4

    Prime [Wingman]

    this graphics so cool
    1 point
  49. Roald

    Prime [Wingman]

    mannn this rocks
    1 point
  50. What is this? This is a simple roadmap of my optimization papers/articles for any newcomers to Source optimization or for folks who would like to further strengthen their knowledge about the subject. The goal eventually is to produce solid, well optimized maps. I keep seeing some simple questions being asked such as “what’s a hint brush and what does it do? Where do I place an areaportal? I also see many confusion and misconceptions about Source optimization on topics such as visleaves and PVS. Many folks contact me saying “hey, I read your paper/article X but I missed/wasn’t awa
    1 point
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