
RabidMonkey
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Everything posted by RabidMonkey
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What modelling program do you use? In Max it's quite easy to get DXF imports to work properly - You just need to flip all the normals on the imported objects and then collapse them into a single mesh, and you're good to go.
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Hawt. I guess that's why they call it the CryEngine, it makes me cry with tears of joy :'( (This makes my comp feel sadly obsolete)
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Excellent. Great work =]
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I don't think you can put any intelligence around anything 'fitty cent related, artificial or non.
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Yeah, the rocks in the BG are ugly. They gave me about 4 days to get this area prepped for PCGamer UK, and the mesas were something we didn't have time to implement before the deadline. I'll get the new models compiled and get some new shots to showcase that.
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My WIP for a few months now. I'm finally getting back to work on this level after some work on other chapters, so your input'd be appreciated. A couple of things that I've already noted that need some fixes - *Skybox mesas are temp. HL2 reskinned ones as a placeholder for our new ones which aren't skinned properly yet *Ground texture and cliff texture stretch a lot. We're working on that.
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You could modify your GameConfig/Info to mount the DOD:S GCF itself, or just extract the content if you have appropriate hard disk space.
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Black Mesa: Source | Recruiting
RabidMonkey replied to Kalashnikov's topic in Non-Professional Recruitment
An update on the position situation - Following team restructuring, the production of our third alpha build - 0.0.3, and the fact that we wish to speed up development, the Black Mesa: Source team is looking for one final level designer applicant, in addition to the previous applicant positions of character modeller and skinners. Black Mesa: Source eis an ambitious modification which aims to recreate the Half-Life 1 experience in the Source engine, utilizing the new capabilities it offers us. Level designer applicants must have, at the bare minimum, one year of experience with the Valve Hammer Editor and either the Half-Life or Source engines, in addition to a knowledge of lighting, entity placement and setups and all other aspects of production which are generally covered by the level designer. Skills with textures, prop models, or any other areas of development are a big plus, as well as those who are experienced with Half-Life 1 settings or lab environments. All level designer applicants must attach either a link to a portfolio or provide example work - All applications without example work will be rejected. Level Designer applicants should send their applications to RabidMonkey at rabidmonkey777@gmail.com. For more information about Black Mesa: Source, a highly anticipated Half-Life 2 modification, feel free to visit our website, or stop by our IRC channel. We look forward to seeing your name on the applicant list! Sincerely, RabidMonkey and the Black Mesa Source team. -
I think his point is "Don't map just for the sake of getting your name on PHL" or whatnot - And I don't think any studio would take a slightly worse applicant who's content was at PHL as opposed to one who's work is clearly better but is not featured anywhere. If you submit a proper resume and application as well, people know who you are and how to contact you as well.
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Weapons do not have muzzle sprites, is what he's referring to. The fire rates seemed identical too - The Aug fires like an MP5, when in reality it's ~240 rounds a minute versus ~900 for the MP5. The console errors all pertain to ingame bugs too - No walk sounds, etc - As in they have no game sound script entries. I'd say that affects gameplay D: I think that it's just too early to consider a release, in my opinion. Releasing later when you have a more polished and impressive product really is better than releasing quick and early. You'll end up getting a bigger audience that way instead of turning off people who played a very unpolished alpha/beta build.
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Yah. Rich and I just playtested it. Errrrrr. I think my main beef was with that the entire game is based off of CSSource's code, and that none of it is changed. I tried to spectate...and I get readings for the CSS Terro's and CT's in the score entry. All of the models and content is mostly ripped from CSS, as well as the scripts - No walk sounds, environmental sounds, break sounds, or anything - All broken game sound entries. The skill system that it has binds for doesn't even work - Invalid command, and the menu is full of #SOW_blah_blah. Can't take the time to write some simple VGUI scripts I take it? It was even using the CSS maplist - Unless I'm mistaken I can't play de_train or dust or whatever. You don't even have to wait to capture flags, either - You come within 10 feet of it and it's yours - And they're so close together rounds end in under a minute. I agree - I'd be hard pressed to play any future releases after this 'beta'. I don't even think it's worthy of that release title.
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I haven't, but I'll give it a try
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I had set one of the buttons to turn it off, and it should work, I'll look into it. The ugly green-steam is what is hard to see, I assume, and it is the result of a lighting issue, I've been messing around with that since b2 or something, but its refusing to remain the correct color. I added some areaportals/occluders and can gain about 10/20 FPS in most areas. The RPG structure has a couple of alternate routes to get to - One can climb up the ladders, which is more difficult and more of a risk, yes, but you can also access it via the catwalk if you're trying to get there easily. The open-door sections are just there to provide a bit of depth for players, they're not essential for connectivity. There are ar2 grenades in one for anyone who bothers to go back there, the other is locked and near the guard shack which has a magnum behind it, and is actually a fairly nice spot to nab people with the crossbow. I don't think I'll change much to the layout, though I might consider adding a few additional rooms since I have more time to work with, now.
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Initially I had planned it to be a building for the Northern Petrol corporation, hence it's name - I figured in order to keep the sort of 'petrol' theme I'd toss in the refinery area. Working on b5 which should fix most of the visual errors as well as provide a decent performance boost. Hopefully, the light_env will actually work this time so the outdoor area will look half-decent again
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http://rabidmonkey777.bluewolf72.com/fi ... rol_b4.zip pub. beta 4 released. Comment away.
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Toss a few small pipes or an electrical box or two (or both) on the walls, they look rather empty at the current moment.
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I'm definitely going to add the glow sprites, I had them in a fairly early release and deleted them as they looked like crap since I was using a sprite instead of a func_lightglow or whatever the pointent is for light glows and they were bright white for the orange-y lights D: - I didn't think of adding them over the windows, though, that would look neat. Thanks for teh comments/suggestions, all.
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Since the handrails are models they should behave like normal rails and be shoot-throughable only where there's empty space. I doubt the catwalk grate is shoot-throughable. Looks very nice. As stated before, lighting is perfect and pleasing to look at it.
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I'll fill the gap alright, but not with the env_sun D: - It automatically goes towards the skybox's set sun for some reason, which is directly behind there coming through the highway over there. There's a screenie with it, I believe. Check the base dm_petrol directory. Or you've already seen it
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This was very fun to play except for three things which I was annoyed with: Uno - Tree glitch. You know. Dos - The windows by the player spawn and the dumpster-car-zombie area need to be breakable, otherwise there's no flow between there and it takes too long to go between them and is just annoying. (On the subject of spawns, add more. Please.) Tres - The physobjects and the boxes which spawned nothing were annoying because there was little ammo and you couldn't drag the items out of their areas easily. (I couldn't steal the barrels over by the zombie-dumpster-car area to toss in the blue dumpster D:) Add in a few smaller things, like more paint-can sized stuff (Sawblades?) for people to take around the map. Overall it seemed to fit the Ravenholm theme fairly well, lighting was perfect and bright enough for DMmage. Add in some flame traps like Gregori had setup in the SP level for people to try and fry each other with, and just add some trimming and general brush detail and it's a solid map. If you actually have more than 1 spawn point, that is.
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@Trapt - I believe I've set the angle with the env_sun which is where the skybox sun is, so light is being cast from the source of the sun where it would actually be - I can't edit the skybox so it has to stay there D: As for the color...It's too harsh orange? Should it be more of a...soft peachy color?
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Updates... Apologies well for as acting like a complete ass. I hope I've relight some of it a bit better? Some of it still needs work, though I feel the interior lighting is better, and it's easier to see in-game for some reason.
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No, I suppose I haven't learned anything regarding lighting in the 3 years I've been mapping. It doesn't have any of the nicer lighting visible because of the new way light_spots work - I assumed that the outer range of the lighting cone would actually cast some level of light onto surfaces when in fact it doesn't do that very well, so I've had to readjust settings on the lights. The compile time takes quite a while so I can't really just do a quick 'recompile and re-screenshot' so I'll get some nicely light-up screenies when I have the time to recompile. Just figured I'd show progress. This is the WIP section, is it not?
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Two new shots of the refinery-area itself. The lighting is still bland, because a few of my lights did not get rendered at all, otherwise brushwork and such is complete.