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marnamai

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marnamai last won the day on December 9 2019

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About marnamai

  • Birthday 05/24/1987

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    https://twitter.com/MFrooninckx

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  • Real Name
    Maarten Frooninckx
  • Employer
    Ubisoft Berlin
  • Job
    Level Designer
  • Location
    Berlin

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    http://www.marnamai.interlopers.net

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  1. Grid snap is not respected when extruding an object by scaling an edge selection while using a custom workplane.
  2. After tying mesh to and entity, it automatically gets the trigger materials assigned and you cannot assign a different materials to it, which breaks functionality for some mesh entities such as trigger_traversal_no_teleport.
  3. Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background. QCs are a thing of the past. Model editor https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial Material editor Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures. _color (diffuse) _normal (normal map) _ao (lighting) _refl (reflectance) _gloss (glossiness, has a metalness slider) https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials Lighting The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once. https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting All lights can be direct, indirect or both. Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled. Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap) Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling. The lighting system for Half-Life Alyx will support lightmaps. If you are interested in working with S2, I can recommend the SteamVR tutorials, https://developer.valvesoftware.com/wiki/SteamVR/Environments Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not.
  4. I 've been with Ubisoft Berlin since august 2018 in a 50-50 QA / LD role.
  5. Made a little arena combat map for one of the 72 hour RTSL experimental mapping challenges. It ended up pretty fun, try and unlock the secret wave, it gets pretty crazy. https://www.dropbox.com/s/p91qgdp6oxdtonj/marnamai_rushhour_1-bn-emc.7z?dl=0
  6. @El Moroes Can you elaborate a little on the workflow? Blockout in Maya => passed onto environment artists => architects implement gameplay events in editor while artists work on modular assets => env artists bring modular art pieces into the editor to dress up the level? 1) Howdo the architects start implementing the gameplay, is the blockout imported into the editor? (gotta have geo to implement gameplay) 2) What are the benefits of blocking out in an external 3D tool vs in-editor? 3) Since implementing the gameplay and playtesting inevitably leads to iteration, do the architects change the blockout in Maya or in-editor? If Maya, doesn't that create a lot of "unnecessary" back & forwarding between Maya and the editor? 4) The art is modular but does it ever impede iteration? I don't think this is the case, since additional assets can be created when required. But I guess compromises have to be made at some point (content lockdown?) 5) How many architects worked on Death of the Outsider and what's the estimated average production time on a level (mission) from start to end?
  7. Great stuff! @kikette Is the Void engine still using BSP (even if just for blockout) since it's based on id-tech?
  8. 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.
  9. 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. Store.steampowered.com 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 marnamai@hotmail.com or add me on Steam (make sure to leave a message on my profile or I will not accept!) Steamcommunity.com
  10. 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. http://store.steampowered.com/app/587650 Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
  11. Does this still happen, I 've tested it both on Chrome and Edge, works fine for me?
  12. 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.
  13. 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. http://marnamai.interlopers.net/
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