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Skybex

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Everything posted by Skybex

  1. Skybex

    Fallout 4

    As much as I am loving the game, this is something that got to me. Its like they were in such a hurry to put you out into the big bad world that they didn't set any context or progression. Why should I care that my wife was killed and my son stolen when I have known them for all of 3 minutes. Then outside of a few comments from Codsworth when you first meet him, there is no shock that the world has gone to the dogs. Then you head to Concord and instantly shoot raiders that you know nothing about. For all your character knows, they could be the good guys since he knows nothing of the world. Then jump in some power armour and wrestle with a deathclaw. Combined with next to no tutorials, the first hour of the game really is the worst. I really expected they would have a really slow first few hours of the game giving you detailed tutorials on all the new crafting systems, providing context for the world and setting the stage on whats to come. Especially as they would be aiming for an audience that probably hasn't played previous Fallout titles. Even New Vegas managed a decent tutorial by having Sunny Smiles teach you how to shoot, craft medicine and other small things. Then the game set you on a long path to get to New Vegas, making sure you met all the important factions and arrive at all the important towns as you go there. But with part 4, its as if they created this massive and awesome world before even considering the main storyline. Then just lazily implemented a story to put your player in the world as soon as they could. Its a shame because outside of that, it is far better than New Vegas once you get into it
  2. Into what box? is it the simple compile or expert compile dialog box you are using? When I was doing the dev shots I compiled the map as normal, then had a new compile set that just runs the game with -makedevshots.
  3. Hey, need a bit more info. When you compile does the map load and cycle through all the different camera positions? Have you gave all the cameras unique names? Are you using the compile settings the tutorial gives you?
  4. Skybex

    Fallout 4

    Has so many location, but even some of the un-named areas have personality and not just wasteland like in 3 and NV. Sneaking down a street and there are random buildings with raiders/mutants. And if you do downtown sometimes these places are literally across the road from each other, so you stumble across an area that feels like a warzone with the raiders and mutants fighting. Then get sent flying cos some idiot fired a fat man at something and blew up all the cars in the area. Really does make the world feel alive when you see factions fighting without even knowing you are there, just random stuff happening.
  5. Skybex

    Fallout 4

    Played for 100+ hours according to steam for my first play though. I didn't really explore much as the lure of the main story kept pulling me in. Already started a second play though on very hard as a melee character. I didn't have any issues at all with crashes, though I played totally vanilla. Early mods for Bethesda games are always rushed and crash heavy so I never bother. Did have one quest bug out though and I couldn't complete it, had to google how to fix it and use console commands to end the quest. Glad using the console doesn't disable achievements this time round. Read only if you completed the game though the BOS. I tried to RP as a distraught parent as much as possible. My new play though I will explore a lot and be in no hurry to complete the main quest. There is so much to see despite people complaining before release how the map is so small. A lot of the stuff downtown is quite condensed so there is plenty to explore and so much environment story telling. Also I feel that they might have been a little too reserved with some of the new features. Like with the gun and armour customization. Why cant all that stuff be painted. Same with the power armour, I am surprised they didn't allow you to craft some paint and colour the parts. Maybe I just miss it from MGS5, but seems like a missed opportunity to me. And I don't like relying on mods for things that really should be in the base game. And the body armour layers was such a cool idea, but there seems to be so little available and not a lot you can do to have such a unique looking character. Spent most of the game in the vault suit and leather armour. But not sure why as I didn't understand what the difference between the different materials were. The game doesn't explain much about weapon and armour weight and how much it effects your AP and sneak. So I just did a majority of questing in power armour and only got out when doing smaller odd jobs.
  6. I suspect its just a case of typing "clip" in the texture browser and picking a different one by mistake. Then not changing it later because it doesn't really matter.
  7. I don't really want dual 144hz, more just pointing out that it's what i could get for the price of the curved monitors. A gaming screen and a miltimedia screen sounds like a good idea. And so essentially to bring this to a machine that can give me another 4-5 years I would also need a new processor?
  8. Just had a quick look at the curved monitors, about £800. That's more than I am willing to spend especially when a 27" 144hz dual monitor setup would cost about the same. Although dual 27" is also probably overkill. I'm currently using one of these, the price listed on that site is WAY overpriced. http://www.samsung.com/us/computer/monitors/LS24D300HS/ZA I will most likely buy a matching pair of new gaming monitors and mount them on something like this. http://www.amazon.com/Mount-It-Monitor-Connect-Grommet-MI-43111/dp/B00DQ3AE5E My current 24" is fine in terms of size, but would like a second one so i can run mapping/modelling programs on separate monitors, or run a game/movie on one while being able to see messages or game wikis on the other. Just had a quick look at the curved monitors, about £800. That's more than I am willing to spend especially when a 27" 144hz dual monitor setup would cost about the same. Although dual 27" is also probably overkill. I'm currently using one of these, the price listed on that site is WAY overpriced. http://www.samsung.com/us/computer/monitors/LS24D300HS/ZA I will most likely buy a matching pair of new gaming monitors and mount them on something like this. http://www.amazon.com/Mount-It-Monitor-Connect-Grommet-MI-43111/dp/B00DQ3AE5E My current 24" is fine in terms of size, but would like a second one so i can run mapping/modelling programs on separate monitors, or run a game/movie on one while being able to see messages or game wikis on the other.
  9. Hey @jackophant. Since you provided good info on the gaming laptop, I will also take you up on this offer Not a new build, but upgrading my current rig. I bought the computer about 5-6 years ago. Was a prebuilt at a decent price but has since become a bit old. a few years ago I replaced the gfx card, psu and added an extra 4gb of ram. Then shortly after I bought a new case for it since the gfx card was too big for the case and I had to take a hacksaw to it and cut away the hard drive drawers to fit it. But now I find that during gaming my cpu and mobo temps can reach near 100deg. So thinking to replace the mobo as well as installing a new cpu fan since the mobo is a pretty old model and doesn't support usb 3.0, variable speed fans and other stuff. Additionally since I have bought a new table I finally have space for a dual monitor setup so looking at that and would like advice on monitors. And will also add an SSD drive. Current specs are CPU: http://ark.intel.com/products/41316/Intel-Core-i7-860-Processor-8M-Cache-2_80-GHz Motherboard: https://www.asus.com/Motherboards/P7P55D_LE/ Memory: 4 http://www.newegg.com/Product/Product.aspx?Item=N82E16820148149 GFX: http://www.newegg.com/Product/Product.aspx?Item=N82E16814202003 Case: http://www.fractal-design.com/home/product/cases/define-series/define-r4-arctic-white-window Power Supply: http://www.corsair.com/en/tx750w A couple of things I would like to know. firstly will the psu support the new mobo and a quality cpu fan with the rest of the stuff I have? No need for watercooling as its already pretty cold here and the new case gives good air flow. The gfx card only has 1 x hdmi, 1 x dvi single and 1 x dvi dual. Will that cause a problem when looking to have a dual monitor setup? Is it also worth dropping the ram for some decent stuff, or will what i have keep for a while longer? And of course recommendations on a new mobo, fan, SSD and monitor/s.
  10. I finally have the first public release for the map. Been a very long journey, 7 months since the first post and I started the map long before that. But I am extremely happy to get this out in the wide world at last. http://steamcommunity.com/sharedfiles/filedetails/?id=531801711
  11. Thanks for the nice comments, glad you guys like what you see. The devshots were made with the help of this article https://developer.valvesoftware.com/wiki/Point_devshot_camera But as you pointed out @El_Exodus some cameras take shots in black and white. So I had to add three extra "dead" cameras and add all the cameras to an instance, then edit their entity ID's by opening the vmf in notepad to make sure the three dead cameras are the ones that take the shots while things are black and white. Maybe I'll write an in depth guide if there is interest. The one on the wiki is for TF2 and doesn't take into account csgo's quirks. @will2k About 1/4 of the top deck is playable, there are also 2 other floors. Maps looks big in screens mostly because its more narrow than most maps, so the rest of the volume is made up for in the length and height. @Vaya I added the handle things in late last night, but the model looks a bit crap so will have to work more on it. But should be looking nice in time for release. And everyone loves the triangle carpet? Good to know
  12. Been a bit slower with updates than I would have liked, but still working hard on the map. So very close to having a release, but still have to do a lot of work on the lighting so that everything is visually clear. Lots of other small things to fix up and polish as well. Also managed to get the map performing well but still need to play with the model fade scales. Here are some of the latest screens. And as always there are more images in the albums, but so many of the devshot cameras got eaten by walls or props. http://skybex.imgur.com/
  13. I end up playing games that don't require constant attention. Games like Civilization, Total war, Xcom and most recently Fallout shelter where you can spend 5 mins on a turn and then go check that your food in the oven is not on fire. I purposely didn't get The Witcher 3 simply because I wouldn't have time to fully immerse myself in the game. I will have to practically take a holiday just to enjoy Fallout 4 when it's released.
  14. Skybex

    GRIP

    As soon as I saw the car in the video thumbnail I thought "Rollcage". I was not disappointed. Played the original to death.
  15. I might be remembering it wrong, but "positions" should be defined in hammer with the soundscape entity before they will play. I am guessing you haven't done this because all your positions are set to "0". Quite a few of the stock maps will have it done like this, but cant remember off the top of my head what ones. I think Militia will have it so open it up and have a look. Also you might find this useful http://forums.tf2maps.net/showthread.php?t=11967
  16. Yeah it does, I gave it a try the other day so can do it no problem. Incidentally I also gave the game streaming a try and it works quite well, really cool idea.
  17. I really hope that with the extra money they will be getting with the warhammer brand they can develop this game into the full potential of the total war series. I am a huge warhammer fan and total war fan. It could be such an excellent game, but Attila it is full of such rage inducing bugs and issues that save scumming is the only way you can really play the game, but then it dilutes the whole experience. Not to mention the terrible performance and waiting ages for the AI to make its turns. This stuff really needs to be fixed otherwise all the new fans that don't know what to expect from a total war game will trash the game on the forums and steam reviews.
  18. I will name it the Hurg of the Seas and have a giant picture of Hurg on the side. But none of those parties that @Sprony seems to want I wanted to add one, but there was not really any place for it to go. But there will be a special place for all the VACationers. Also replacing a lot of the brushwork with meshes, and deleting out a few crazy expensive meshes reduced the compile time to a much more reasonable amount.
  19. Quite a few big changes since last time I posted. Been pulling things a bit closer to the real life boat and removing some of the more "gamey" elements of the map. In the process I also recruited the help of Yanzl to help out with the art. Biggest change has been the T spawn area. Visually it looks much more like its real world counterpart with minimal gameplay impact I also finally got round to working on some of the interior sections. This bar area has been annoying be for ages so I decided to have a proper crack at it. Spec maps are doing strange things in the image so don't pay attention to them. And some updates to other areas The arcade area has been totally ripped out and is next on my list to work on. Once that's done, It should be quick progress to getting a closed release build. And as always, more images in the albums http://skybex.imgur.com/ @blackdog I tried to compile on my other machine, but steam doesnt allow you to have the same game open on 2 different computers. And this includes CSGO SDK so I would have to get a new account and csgo to compile on one machine while working on the other. Not something that's hard to do, but I didn't really bother yet as overnight compiles are fine.
  20. It really isn't an easy process when learning. But first thing to do is get wallworm tools for 3d max and get it working. I switched to WW mid project so couldn't adjust my workflow to match it, but if you set the tools up correctly then WW is simple to just export from max and its already ingame. As for making the meshes, there are so many tutorials out there far better than anything i could say here. The 3D motive tutorials helped me out a lot in the past though. Textures is also something I had to really work at, and I am still quite bad. For mesh textures I usually just rely on the renders from the high poly and dirt masks. World textures pretty much the same, but of course using source photos from CGTextures and crazybump to get normals/AO/Cavity. Feel free to add me on steam if you have questions or need advice.
  21. Normally I compile overnight and its done by the morning so don't worry about the computers performance but this time it was still running when I woke. I still had 3ds max, photoshop, crazybump and a few other programs open, and had been playing New Vegas earlier in the day. So could probably save a lot of time by just restarting before compile and not have resource hog programs running. And since I just finished making these, I might as well post them. Casino chips scattered on the floor
  22. Yeah some areas are pretty dark, working on that now. Since adding all the lights in the interior my compile has jumped to 10 hours I am following the same type of guide I used with workout. Having the 3 lanes in the map with connectors (similar to de_maps) with chokes at the central meeting points. But Unlike de_maps' bombsites I make the hostage rooms harder to defend. I also make the CT spawn/rescue area quite large with multiple entrances so its harder to camp the rescue zone. Been working on the smaller details and making the place look like an evacuation mess.
  23. Skybex

    Blocking

    I dont generally use pen and paper as I prefer to see things in 3d space as height can play a huge role. But I always make sure to have a theme decided and enough reference collected before I do anything. Then I get an idea of what I want areas to look like. "Site A should look like these 2 images, T spawn should look like this...". This way when laying the floor plan I can get spaces that work with the theme and i don't need to fight with the layout afterwards to get things working visually. Once I get the floor plan done, I check all the lines of sight and see where any problem areas might be. What can be solved by simple cover vs what is flawed at in the layout and take steps to fix it. Then play with bots to find any problem areas. Areas that might be uncomfortable to defend, areas I felt i was killed unfairly, areas where I can see the enemy but they cant see me (slopes or other height stuff often causes this) and make sure to fix all these issues at the very early stages. Will also make sure the timings to the chokes are what I had planned. I will do this many times over fixing all the issues I can see while building the map up in a dev block stage or with very basic textures (no detailing) until I am confident not only the layout works, but the spaces work for future detailing. During this time I test often, doesn't always need to be a 5v5 but get as many humans as you can and lets the bots fill the rest. This way you can get human timings to chokes with pre nades and flashes as well as smokes while taking a site. even a 1v1 can help a lot with this. Additionally what can help is to block of half the map so the players and bots can only go to one site, this way you can check the chokes, cover spots and generally get a better idea of the site. So often when playing with bots they all march one way and your bots march the other and the bomb is down without anyone having seen each other. Only once I am confident in the layout will I do any real detailing.
  24. Still hammering away at this. So much of the work I have been doing doesn't come across in screenshots so haven't posted anything. Got the map properly skyboxed, an early pass on optimization with func details and the obvious hints and started a proper clipping pass so it can go back into testing. Also spent ages on the 3d sky testing what I will do with it. Still looks a bit lame, but it will do for now. I finally got round to adding the main central column thing, had been putting it off for ages as I knew it would go in the 3d sky. Turned out well as you cant notice its 3d sky when in the playable space And started the 3d sky at the other side of the boat as well. Once done properly I don't think you will notice the transition and should look quite nice. Need to now spend some time on the point lights, it can get a bit dark in places. Need to also figure out how to do the water. And what do you think of the new 2d sky? I found anything with clouds make it a bit more gloomy, so I have went with a plain blue sky. Not a great deal else I can show in screenshots, but the albums have been filling up nicely so can be interesting to have a look http://skybex.imgur.com/
  25. Possible new map "crashsite" http://www.reddit.com/r/GlobalOffensive/comments/37n2ka/is_valve_teasing_a_new_crashsite_map/
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