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Everything posted by marnamai

  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 assign
  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 arc
  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
  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 Re
  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 h
  14. Doesn't this cause issues with grenades?
  15. 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.
  16. 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 marnamai.interlopers.net required + highpoly modelling to bake
  17. 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
  18. oh man, so excited that's its free, downloading as I 'm typing this, feels like Christmas morning as a kid
  19. 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 http://marnamai.interlopers.net/#Terminal http://marnamai.interlopers.net/#Raining_Down_Hell
  20. I've updated my portfolio, since my previous topic was archived I decided to make a new one. feedback is welcome! http://marnamai.interlopers.net
  21. skinweighting is "done"
  22. Depends on what you love doing the most. But I think if you're simply looking at numbers, by logic there are more environment artists required than leveldesigners, thus probably making it easier to get a job as an environment artist (if the quality of your portefolio supports it)
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