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marnamai last won the day on February 20 2015

marnamai had the most liked content!

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About marnamai

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  • Birthday 05/24/1987

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  1. Oh yea, I know the door you're talking about, that one is a tough one in my opinion, I need the door as a shortcut, I want it visibly blocked so the player cannot open it, but I do want an npc to be able to destroy it. I used different wooden planks (bsp) as opposed to prop_physics models, but some players seem unable to differentiate between them.
  2. FMPONE said it was okay. But maybe it would be a good idea to have a separate subforum for stuff like this? I've clearly tagged it as unpaid, in hopes of avoiding confusion. I know mapcore isn't moddb, but there aren't that many Source centric communities around anymore.
  3. Hi, I am looking for a code monkey to work on a Half-Life 2 mod, DownFall, the first chapter has been recently released on Steam for free. Reception by the community has been very positive. I have begun work on chapter 2 and realised there's some stuff I can't pull off without some custom code. I just need a couple entities fixed (env_projectedtexture, acid dmg), some changes to func_tracktrain & a new entity trigger_gunfire (can be based off trigger_rgpfire) and maybe some AI changes for antlion workers (charge / suicide behaviour). Optional tasks: porting to Linux, OSX, implementing achievements. REQUIREMENTS: - Previous experience with Source is required. - Having released a mod using the Source engine is prefered but not required. - This is an unpaid project. - This isn't some crazy overambitious project, it has a small scope and wont take years of work. The codebase + edits must be uploaded to github, so I can keep control over the project. TO APPLY: Either email [email protected] or add me on Steam (make sure to leave a message on my profile or I will not accept!)
  4. Hi! This is post is a couple days overdue, but here it is anyway. Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design. (and hopefully land a job in the long run, Valve are you reading this?) You can grab it here. Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
  5. Does this still happen, I 've tested it both on Chrome and Edge, works fine for me?
  6. A lot of companies looking for leveldesigner state that they want someone with 3d experience, I find it hard to justify saying I have 3d experience without showing examples of it.
  7. Man, I have been applying twice a week for the last couple months and it can be really demotivating. I have had responses from a couple companies, but none positive so far. It basically all comes back as " Thank you for your interest, but we have other candidates who better fit our needs. We'll keep your resume on file, ect ..." On a couple occasions I have tried to ask for feedback from the recruiters, so I could improve myself, but I haven't heard back from any of them. I think my portfolio is pretty solid, but I would appreciate it if you guys could take a look and give me your brutally honest opinions on what to improve.
  8. Doesn't this cause issues with grenades?
  9. try a phys_ragdollconstraint, you can limit on what axis it is allowed to rotate and add friction for each axis, also the dust motes on some of the screenshots look way too big, looks more like snow.
  10. Hi, I am looking for a 3D artist to help me out with my Half-Life 2 mod, DownFall. I am okayish at modelling myself, but I suck at unwrapping and texturing, and would like to take some of the workload of me so I can focus on level design. Most of the stuff that needs to be made is hard-surface, some models already have low poly WIP models. I'll always provide reference and approximate measurements, in some cases even a blockout of the model due to level constraints. Incase you're wondering what you'll be contributing to check out required + highpoly modelling to bake normal map + unwrapping and texturing + examples of previous work (portfolio or email me some screenshots) + willing to provide all raw resources related to the model and texture (so I can do fixup's if requried) => model file, photoshop psd with all layers, qc, ect ... preferred, but not required + working with 3ds max / photoshop + experience with source + compiling knowledge (I can do this myself) If you have any questions, feel free to ask them here or email me: [email protected]
  11. would be nice if it was possible to manualy input extra compile parameters, I am using VMFII (instancing) and it requires extra command lines (custom exe => vmfii.exe) and extra compile parameters. [vmfii] $path\$file.$ext $path\$file.temp.$ext --fgd "D:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd" [vbsp] -game $gamedir $path\$file.temp.$ext [vmfii] $path\$file.$ext $path\$file.temp.$ext --cleanup
  12. oh man, so excited that's its free, downloading as I 'm typing this, feels like Christmas morning as a kid
  13. edit: ahw yea, updated the site with prettyPhoto (jqwery based lightbox clone that also supports vids) all screenshots are in the same resolution now aswell updated with 2 new levels