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leplubodeslapin

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Everything posted by leplubodeslapin

  1. That is a pretty cool trailer ! And the map looks cool, nice lighting and colors, I will check it out. GG !
  2. Congratulations, that's a lot really really solid entries !! Good luck on the polish phase !
  3. Just to be sure, did you compile your 3D Skybox map separately (declared as a 3D Skybox in the map properties, right?) Also, are the materials used there custom ? If so, what shaders are they using ? There should be no lighting influence whatsoever between the 3D Skybox and the actual map, this looks more like a shader bug than actual lighting being propagated in the 3D Skybox. Also all the lighting is looking quite weird in your screenshot, are you compiling with a Ray-Tracing capable GPU ? Can you share a screenshot in Lighting only mode ? (I find the shading on the brick wall on the left very weird, also the water fountain is pitch black, how ??)
  4. I recently released fy_pool_day for CS2. For it, I made a few custom props of inflatable toys that the players can move around and deflate : I've been asked a lot how I did this, so I made an in depth tutorial for it. It's not just about the Ragdoll part, it covers everything from the cloth simulation used to create the high poly mesh to the end result. It's a long video so don't hesitate to use the chapters if you're already familiar with the concepts shown in the video.
  5. I haven't tried any of these and I recommend to get the minimum specs required for CS2 tools, which include a RT-capable GPU. Hosomi made this video that should be helpful, if you want to give it a try :
  6. As of today, Ray tracing tech is only used for Hammer (to preview your lighting in the 3D view rather quickly, and to simply build the lighting with VRAD, similar to how it's been done for Source 1 but better) I don't think there is anything yet regarding ray tracing in game (AO/GI is baked on lightmap and probes, shadows use Cascaded Shadows like in CSGO but with more sources, reflections are cubemaps/ScreenSpaceReflection ...)
  7. ok I wasn't sure so thanks for the confirmation ^^
  8. (correct me if i'm wrong !!) Technically there are commands to compile using your CPU instead of GPU, at the cost of extra compilation times. But this can become deprecated and removed/not supported in the future. There are also some updates on the light entities (light and light_spot are obsolete, replaced by light_omni2 and light_barn with the addition of an area light called light_rect). I've heard that these are fine and can be built with CPU as of today. However, materials that are selfilum can now be emissive and actually emit light over the environment, and i've heard that this is not something doable with a CPU compile. The RayTrace preview also requires a GPU that supports RT, and it's one of the best thing that came with CS2 tools, so you'd miss that too! In my opinion, it's worth getting a new GPU if yours doesn't fit this requirement, it's a good time. As you said, it needs to be a GPU that supports raytracing, so it doesn't have to be a RTX (from Nvidia), it can also be an AMD card. Depending on where you are, the used market can have some good cards at decent prices (~ 200-300 €). I have a RTX 2070 (which was the first gen of RTX cards) and all the features are working very well (including the low compilation times), it doesn't have to be the latest GPU on the market. The tools are very well optimized, it really just is a tech requirement and it's worth it (in my opinion).
  9. Why would you use a forum thread for your changelogs ? Screenshots are cool but blockouts don't really speak for themselves in screenshots, they need to be played or recorded in videos at least. People would also be interested in your progress if it shows some visual improvements for instance, but i don't think that it's the right place to write a message for every change on your map, especially at this early stage. (In any case, have fun working on your map !)
  10. Hey, I'm now Senior Level Designer, still at Arkane-Studios Lyon (i'm the only one left )
  11. It's stunning ! You must port it on Source 2 dude it will look even more awesome, the lighting is already very impressive for S1 ! Very colorful
  12. Hehe ^^ I suppose it's mostly due to the single point of interest for both players, and also yes I needed the spaces to suit with 1V1 fight. But there were other factors such as the hacking range, I wanted to make it not too easy to start the hack unnoticed. Also I had to deal with existing geometry, and the location of that terminal in the global map matters too, you don't want it to be too close from the tunnels otherwise Colt could just hack it and run away without letting the opportunity for Julianna to chase him. You don't want it either to be too far away from the "main path" between tunnels and the map target, otherwise it feels like you're wasting even more time reaching the terminal. It was a matter of finding the best spot for each map and tweak stuff around it, to prevent frustrating encounters. I'm glad you noticed it
  13. Thank you :)) I still do a little bit, as a hobby this time around, i've put a couple of projects in the "Product Design" tab of the website. I also designed and built my kitchen in the past year which was quite a challenge. But yes, to be honest working as an engineer feels like a distant memory now, i'm more engaged and passionnate about my work now as a Level Designer. I did not expect the job to be like that though, making layouts and placing NPC / patrols was maybe only a third of the work I did on Deathloop. I've been able to bring more ideas to the game than I anticipated, it's a collective effort. I think this part is much more appealing to me, compared to when I was designing stuff as a mechanical engineer.
  14. In case someone's interested in it, i wrote a page on my portfolio about my work on Deathloop : https://sylvainmenguy.com/en/project/deathloop
  15. Yes Uncharted 4 and Lost Legacy are getting a PC release, no precise date yet except early 2022. But as Zarsky said I don't think Uncharted 1, 2 and 3 are planned on PC at all.
  16. @Vilham yep it's still there ?
  17. It is indeed very tricky to find the right balance and pace, there is soooo much stuff the player has to learn, such as : Who are you, what is your purpose here, who is Colt ? Who is Julianna, why is she doing this, wtf is going on ? Oh shit, it's a time loop thing, how does it work ? How can it be an issue to me ? How can it be an asset ? What are my tools, what are my weapons, what are the slabs, what are trinkets, what are my player mobility options ... ? Who are those targets I need to eliminate, to what purpose ? How do you convey to the player that they can play however they want, they don't have to fit 1 play style, and they can benefit from the timeloop to experiment things ? How can the player progress through space and time within the timeloop ? ... I wasn't actually part of the tutorialization work, but it's quite hard to make it all fit. Time constraints are what they are, and even if popups are not the most appreciated tools they can be efficient. And at least, if a player skips them because it's getting boring, he can find everything back in the menu, or experience by himself. I feel you with your experience with Uncharted 4, it is actually a very big deal with TLOU2 too. There's always a part where you can only expect the players to follow the story and go on with it.
  18. @Radu, this is what we call the "Guided Tour", it guides the player for 2-3 hours after the tutorial map. It's a necessity, before we built up the guided tour, players just felt completely lost, lacking a lot of knowledges from very basic concepts of the game. We decided to host this through the real maps, so the player can already spend time on them and learn informations that will be useful once this phase is lifted, but for a few hours we have to force the player to go through some key steps. Once you get through this, you become free to explore the maps and campaign. But still, we can't just let the players completely in the unknown to solve the big puzzle, there are "leads" that guide the player through the process. You can do these in any order you want, and as for previous games you can disable markers and other options if you want. The puzzle itself isn't the only important part from the game, it's also how you want to build up an arsenal, there are optionnal missions and vignettes we created to get some extra equipement/lore/rewards (which are usually harder to solve), learning the maps can also become very valuable (finding out new paths, new locations, shortcuts ...), especially in PvP... How you want to play with the loop! I'm sorry that it feels like too much information is thrown at the player, I actually have to agree on that. It's not necessarily a very complex game, but it's quite unorthodox. It takes a bit of time for the player to feel comfortable with it.
  19. Thank you guys :)) @Vilham and @El Moroes also worked on Deathloop, aswell as @ElectroSheep in the beginnings.
  20. Deathloop previews started to drop today Man that's weird, people are getting their hands on the game and played a few hours on it. After so much work, it's a relief. And the previews are actually pretty damn good !!! Here are a few for the ones interested in the game : https://www.gameinformer.com/preview/2021/08/26/deathloop-preview-opening-with-a-bang https://press-start.com.au/previews/2021/08/26/deathloop-preview-ps5-a-time-capsule/ https://www.polygon.com/22641627/deathloop-impressions-preview-ps5-bethesda-arkane https://www.ign.com/articles/deathloop-the-final-preview https://www.gamesradar.com/deathloop-preview-ps5/ https://www.pcgamer.com/deathloop-is-the-first-arkane-game-to-actually-click-with-me/?utm_source=twitter.com&utm_campaign=socialflow&utm_medium=social https://www.theverge.com/2021/8/26/22642628/deathloop-hands-on-preview-ps5-pc-arkane and it goes on and on o_o
  21. I might be wrong, i'm not an expert, but that's how i understand things : The way a vaccine works is by using it on a portion of the population in order to reduce the propagation rate. We don't know everything but it's been a while already, and we know that this portion ideally should be as large as possible for it to be as effective as possible, the same way other vaccines required it before and made deseases practically disappear. We know that it has an effect on the individuals aswell, to nullify the risk for the covid to put you in a serious situation where you would have to be taken in charge by ICUs. So vaccinating one person means this person won't have to be taken in charge by them, and won't risk to overload the ICUs (which is crucial for public health). We don't know for sure that being vaccinated prevents the spread, because you technically could still carry the virus (maybe). But even if it just reduces this duration, because you don't experience its effects, and therefore limits the amount of people you potentially expose to the virus, it's already a big win against the spread. We also now have quite a a lot of people who got vaccinated, and the secondary effects and risks are completely negligeable, especially putting against the risk of getting hurt from the covid itself (which is much larger). So it's not just about individuals clearly, getting vaccinated (if you can) is, to me, a public liability. We all have witnessed what covid does and it baffles me that despite all the shit we all went through, and despite the fact that we have a solution for it that is greatly effective (up to now) and with a very low risk, we don't all embrace it. I feel like, because a vaccine is done through a sting and not just a medicine to swallow, it feels more intrusive and dangerous. That doesn't make much sense (you could kill someone by making him eat a medicine, they're both as intrusive) but that's a feeling, guts speaking. We have to think and realize this kind of bias. Also simple question : aren't there already mandatory vaccines where you guys live ? It's been like that for a long time, preventing plenty of deaths. If so, how is covid's vaccine "a total distrust and a complete rejection of the actual system" ? The system already uses vaccine no ? My bad I read it wrong. A distruct and rejection of the system from a part of population. Yes i can understand that. Unfortunately all of this isn't politics but i guess it's hard to distinguish it when it's the politics that make such rules. Sorry for reading this wrong
  22. It's so freaking stupid I love it, I hope they embrace it could be very very cool to play with all these crazy mechanics
  23. The set of moves and especially the flying kick are so nice to see come back, can't wait to parkour all around ! I'm super impressed by the map and its diversity, really looking forward for it December 7, 2021, Nice !
  24. Thank you for your kind message, i'm glad this can be helpful ^^
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