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leplubodeslapin

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leplubodeslapin last won the day on August 10

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About leplubodeslapin

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    Regular
  • Birthday 02/20/1992

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    leplubodeslapin#2140
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    https://steamcommunity.com/id/leplubodeslapin/

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  • Real Name
    Sylvain Menguy
  • Employer
    Arkane Studios
  • Job
    Level Designer
  • Location
    France

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  • Website
    http://www.sylvainmenguy.com/en/

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  1. Our latest trailer that showcases how we're doing stuff with the timeloop Hopefully it helps to understand the concept of the game !
  2. Well ... It's better to play this masterpiece late than never :x It's the kind of game that is so polished and so great that it won't age too fast anyway
  3. I feel like i can now share a bit about my experience on this topic. I had a weird profile, making maps was a hobby since I was a teenager, but I wasn't aware that video game schools exist and I went on another direction for my studies and beginning of career. I never lost that hobby though, and realized at some point that my skills at making maps could allow me to work on that field. From that point, I started to take it more seriously and learned stuff online as much as I could (thank you GDC) but didn't go to a videogame school and i had no pro exp on making a videogame. Another issue was that I was aiming at a company that makes SP games and at that point I almost only made MP maps (CSGO), and I don't even know anything else than Source (No UE4/Unity knowledge, no visual scripting, no model-only / modular world building ...). So ... the bet was risky but, as Grapen said, the only way to figure it out was to give it a try, at least I wouldn't be disappointed that I didn't try. What I did first was trying to build a portfolio that could convey things in my work that could be interesting for what I was aiming. Even if you're making MP maps, there are plenty of stuff you're doing that are similar to SP : building a layout, solving bottlenecks/dead ends problems, tricks to guide the player, make your map readable, easy to learn, create a theme and make it a believable space, script systems... Being able to show finished projects also helps to demonstrate that you can focus on something, iterate on it and bring it to its final state. Most of my previous profesionnal experience was useless for a LD position, but I've been on projects, I managed an industrial project and I worked with people for a few years ; this is valuable for a company if you know how a real-world project is handled and can bring knowledges and methods from another industry. I also worked on a SP map while my portfolio was being processed by HR, to be able to show one good piece of SP work. It worked, my folio catched the company attention and i'm asked to do a test (the usual process). I dedicated time for it, used some day off, and tried to stick to pillars and rules that I assumed the LD were following for the test. Being able to manage your time here is crucial, you don't want to make something too simple but you also want to finish it. It was tight, I decided to build it on Source (HL2:EP2) so I had the brushwork and entities systems known pretty well, but I had to create systems for AI (to allow stealth, which is inexistent on Half-Life 2) and mechanics (very few and simple). I was proud of my work but had no idea if it would be good enough. I just gave as much as I could into it. It worked, I got an interview. I was able to explain my intention, why i'm here and why is my profile weird. It went well. Interview is important to show your personality and communication skills. And after some time (a very long time actually ^^') I joined the company. The same way it has been told before on that topic, for a profile like mine it was kind of a bet for them : no profesionnal experience in that field and no school → You start with a Junior position or something close to that (at Arkane there's no official junior/senior levels but still, this is considered for the salary obviously). But in the end, i managed to adapt successfuly and got reevaluated after a year. Learning a modern engine wasn't that hard, it was pretty quick. Having tech LDs and being able to ask your colleagues for help accelerates things, but the same way I always did when I was doing this as a hobby, looking for things by yourself and trying to ask to the right persons helps tons too. I invested myself quite a lot into the project, so I am hoping it will be good so that I'll be proud of my first game! It's been quite a journey but I'm not thinking about my previous work at all and still find ways to use that knowledge/exp (for instance : at work with env artists, because i was a mechanical engineer so I know quite a lot about this, or on personnal projects where I can still do some stuff as a hobby this time, thanks to 3D printing ). So for now it's going fine ! Best of luck to other who want to "break in" the games industry !
  4. Oh yea Half-Life, oh yes that game sure sure interesting
  5. Yes @blackdog, it works to cool down the headset but most importantly it forces the air to be replaced between you and the headset (which is what causes sweating on my side, it's just hot after 15 mins of usage)
  6. It replaces the "frunk", the front cover that is some sort of "expansion slot" on the headset with a USB plug. Like this : It just pulls the hot air out
  7. Thanks, Well this is a very rough V1, there are issues I'd like to solve in the future (like adding a ON/OFF button for example), so why not add RGB fans xD Yes that's what I understood, it's just not that worthy, it's a simple project, maps deserve to be up there ^^ There are other people who did it before me, it's just that I felt I could do better (using standard 40mm fans, using 2 fans and pulling air from the inside instead of from the frunk which is useless)
  8. Oh I haven't posted anything in more than 2 years ... lol I made this, because it's getting too hot in there https://www.thingiverse.com/thing:4565466
  9. I haven't played enough the game to be able to fullyjudge the map. But it's insane how it feels like a basic standard CS map and I don't feel any difference between the maps, I don't even know which one is what. It's still quite fun to play this game and I appreciate the visuals I think they have a nice style. But it feels too much like old CS maps to me and awkward, I don't like finding my way in these mazes.
  10. Hello, Quickly writting that tutorial from my experiments but a more official tutorial on the wiki should definitely replace this. First, gather the source files. We will consider a material with a standard PBR shader. All the folders are relative path, so find this location on your pc : Half-Life Alyx\content\hlvr_addons\your_addon\ And then place the files over there : The model itself : \models\folder\mesh.fbx The collision if you have one : \models\folder\includes\mesh_physbox.fbx The diffuse (must end with _color) : \materials\models\folder\mesh_color.png The normalmap (must end with _normal) : \materials\models\folder\mesh_normal.png The Roughness (must end with _rough) : \materials\models\folder\mesh_rough.png Note : You can use PNG, but also TGA, JPG or even PSD Note 2 : The normalmap doesn't have its vertical values inverted like it was the case on Source 1. If you import a normalmap from Source 1, don't forget to invert the green channel ! In my case, it's a vehicle that I'll name "vehicle_sherpa", so here are my files : The model : \models\vehicle\vehicle_sherpa.fbx The collision : \models\vehicle\includes\vehicle_sherpa_physbox.fbx The diffuse : \materials\models\vehicle\vehicle_sherpa_color.png The normalmap : \materials\models\vehicle\vehicle_sherpa_normal.png The Roughness : \materials\models\vehicle\vehicle_sherpa_rough.png The AO : \materials\models\vehicle\vehicle_sherpa_ao.png Then, we'll start by creating the material. On the asset Browser window, find the Material Editor and open it. File → New And then immediately save (File → Save or CTRL + S) to define a location of your vmat. In my case, it will go along with with the textures I just imported : \materials\models\vehicle\vehicle_sherpa.vmat Note : once the files are compiled, you'll get the same hierarchy over the game folder than the content folder. Once the vmat will be compiled, it will become vmat_c (compiled material) and will have vtex_c with it (combined texture). We will keep the Vr Simple shader And you can start importing the textures by clicking on the folder icon next to each field. It will only look for files ending with the right suffix, hence the importance of naming your files to make your work easier afterwards. In my case, I have an AO texture so I'll check "Ambiant Occlusion Texture" on the left but it's optionnal. In the end, it should look like this : Feel free to use more complex shaders and to tweak things better. My model should definitely use a metalness texture but it's fine for this demonstration. Ok now save and you can quit the material editor. Back on the Asset Browser, find the ModelDoc Editor Same thing, start by saving your model. In my case it will go there : \models\vehicle\vehicle_sherpa.vmdl Start by selecting an archetype, for this we will do a simple Static Prop Model. And then, import your mesh by using that cute little star button : Once your mesh added, it will feel like nothing is happening. Try pressing the compile button on the right. That's right, you need to press that compile button to make sure to compile stuff. It wasn't the case for the material editor, everything was being compiled automatically. Your model should be a ref wireframe because it doesn't have any material assigned to it, so let's start with that. On the left pannel, check "Show Empty Categories", it will show you "categories" for which you can configure stuff (i'm vague because ... i don't know most of these stuff for now). Right clic on the category "MaterialGroupList" → Add DefaultMaterialGroup And then, if the item "DefaultMaterialGroup" is selected, in the Node Editor pannel you'll be able to assign a material. I assume you can manage with this category the multiple materials you might need for your model. For my simple example, there's only one material so I will stick with 1 group. Compile your model and it should start to look like something ! You can move like in Hammer (hold RMB/press Z and move with WASD) or you can rotate around the mesh by holding ALT + LMB. Cool ! Now let's add a collision. Right clic on the category PhysicsShapeList and you'll notice multiple options to add collision I assume it's there because you might be able to add shapes (box, capsules and spheres) by hand or you can decide to generate a collision from ModelDoc. By in my case I have a mesh, so I'll pick "Add PhysicsMeshFile" and gives the physbox FBX I imported earlier. It should look like this in your 3D view Compile your model and you can try to place your model in hammer !
  11. Basically the HL:A workshop tools wiki that should get more and more detailed : https://developer.valvesoftware.com/wiki/Half-Life:_Alyx_Workshop_Tools Steam VR Environments docs is still very useful : https://developer.valvesoftware.com/wiki/SteamVR/Environments
  12. I followed latest BlenderGuru's tutorial series to make a chair and I'm pretty happy, the result is very cool ! And thanks to this tutorial I also wanted to make a table with it And ... well why not make a stylish bench too And I made lowpoly versions of these for fun and ported them over Source 2 for HL:A. They don't fit very well with the game's art thought but it works
  13. I tried it a little bit and the grenade clip texture doesn't collide with the player. But the bomb goes through it and so do dropped weapons
  14. I can list a few in case you don't know them, it's going to be nice to discover them It's a bit random, but i'd start with the oldest, a CS:S map named de_wanda was one of the first map that made me realize how far community created content could go. With today's standard it's maybe not as impressive (+ it's an old version of Source) but in 2006-2007 it was stunning, with lots of custom assets (it was rare back then). For CSGO, in the beginnings of mapping, cs_museum was definitely a map that changed everything. Gwalior came later and was incredible too. In 2013 we also had Ruins, Siege, Agency and Reef. All these maps were incredible, obviously all from Mapcore guys. Later on, we got Import, Marquis and Crown. A guy named Yanzl came in and made Castle, Resort, Zoo and Thrill. Recently Anubis and Chlorine blew my mind. I'm missing a lot of great maps, feel free to fill the gaps guys !
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