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marnamai

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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 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/
  14. 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.
  15. 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 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: marnamai@hotmail.com
  16. 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
  17. 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
  18. 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
  19. 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)
  20. sculpting update, next up, sculpting the hair for the lower half of the body.
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