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leplubodeslapin last won the day on September 4 2018

leplubodeslapin had the most liked content!


About leplubodeslapin

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  • Birthday 02/20/1992

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  • Real Name
    Sylvain Menguy
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    Arkane Studios
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    Level Designer
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  1. what Guys ok it's nice that you can be so accurate with your feedbacks and I'm pretty sure that they're welcome to improve the visuals of the map and make it more "realistic". But please, understand that not everybody is an expert in AC, plumbing and in the history of USSR vehicles from decades ago. It's something that the map creators can take into account and change but it's their map, they don't have to change these things to please a community of people. Appreciate the work applied here and do your feedbacks as suggestions of stuff that could be improved, kindly. Just my 2 cents :x
  2. He doesn't mean that ^^ A normal map is in the end a colored picture with a combination of red, green and blue colors. Each one of them is a layer, a channel. Maybe look for how a normal map works (try here ?), but to explain it as simple as possible : the green and red channels are used to explain in which direction an area of your texture would be looking at if it was in 3D. The red is for horizontal direction and the green is for vertical direction. The issue with Source is that the green channel is reversed compared to most of the other 3D engines (like : low value would look downward and high value would look upward or the other way around, I dont' remember, and it's the opposite of the standard of other 3D softwares). This ends up with your brick texture that has cement between bricks. This cement should probably remain in between the bricks (recessed) and not spilling outward. But since your green channel is likely reversed, the normal map is in the wrong way. Kinda hard to explain :x Does it make sense ?
  3. They would just need to switch from a bounding box used for the player collision with the world to a more classic capsule or something else. It would probably impact the gameplay quite a lot though and people are really used to it for precise movements. I wouldn't mind a transition to Source 2 the same way they did it on Dota 2, or even with CSS back in 2010 (where they moved it from an old 2006 Source engine to the Orange box version) → They did a beta branch that lasted a few months and in the end the transition was completely invisible for everyone. I believe it could be useful to bring back map makers to CSGO and get newer and better content. But yeah, nothing makes this necessary for them and it's risky.
  4. Isn't the option you're looking for "U (unwrap menu) → Project from view", with the camera looking at the selected faces with the desired angle of projection ? Recorded a gif to show what I mean : https://i.imgur.com/GkhTSNX.mp4 Also btw, i'm following the excellent beginner tutorial BlenderGuru is currently making for Blender 2.8. I'm making a waffle, it's really nice to follow (Still missing materials and the rest of the scene basically )
  5. leplubodeslapin


    @Serialmapper You don't need SMD files anymore, you can compile a model for Source from a .fbx now ! So you don't need that SMD plugin anymore. You just have to give .fbx files to your .QC, here's an example : Personally I was really used to 2.79 (I mean before 2.8). I tried working on a blend file on 2.80, on the next day I tried to open it with an older version of Blender and it didn't work anymore (makes sense) so I continued working on 2.80 and I'm getting used to it it's great
  6. leplubodeslapin


    Hummm ... I believe Blender got its 2.80 update (still in beta but plenty of people are using it) → People realize it's at least as good as maya/max for what they do but it also has plenty of tools within the same software that can replace other softwares (sculpting, baking, rendering, physics simulation ...) → They give it a try and it's just much better than paid softwares ? Plus it has an incredible real-time render view (eevee). Maybe guys you should give it a try ? To me, it's 1000% deserved. (I'm no expert, I'm not an 3D artist)
  7. 2 videos of Xen gameplay have been reveiled from IGN : https://www.ign.com/articles/2019/06/25/black-mesa-xen-preview-fixing-half-life-1s-weakest-part I don't really want to get spoiled too much so I didn't watch both entirely ^^ But it seems really promising and the standards of quality of the game clearly increased
  8. Oh yeahh ! \o/ I hope you'll enjoy this teaser too !!
  9. I don't really understand your issue, what's the problem here with creating just a basic collision shape like this ? → OR Also if you have unecessary geometry like that and you don't want to destroy the faces and rebuild everything by hand, you can select the edges like this : Press DELETE (or X) and pick "Dissolve Edge". It will reconstruct geometry without these edges. EDIT Can you show us the complex geo that you struggle with ? Most of the time, I think it's just about the amount of elements I use in my collision meshes. By using multiple you can create concave geometry but you'll quickly hit the limit amount of elements (don't remember how high this limit is but it's pretty low)
  10. Oh yeah, new VR headset might be announced or released (or something else) in may https://store.steampowered.com/sale/valve_index/ Tyler is expecting a release of HLVR along with it. Well we'll see, it's just 1-2 months away
  11. It's just that it was a fake email, Tyler reuploaded the video without this email at the end :
  12. @zastels Don't you think there is a wide range of cases between "slightly taking inspiration from an art piece" to basically rip off the whole thing ? I believe what you're saying is true, and that's a good thing that some people can benefit quite a lot from not starting from scratch or find ideas in other maps. But from what I've understand, the creator of this thread has already just reuploaded 3 maps with no change at all, with no input of art or design from him. This is the main issue here i believe.
  13. Wonderful maps and scenes !
  14. @General Vivi It's a really cool idea ! And great execution ! I have the feeling that the sphere hits the player maybe a few frames too early, it would be a bit more permissive to make it hurt the player a bit later and maybe this scary ennemy would be even more impressive if it got even closer ? Just a thought
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