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Everything posted by Klems

  1. Klems

    [UE4] Western Recall

    That looks cool, but also REALLY dark. The contrast is completely fucked here https://lh6.googleusercontent.com/MAUY0XFtFb8re6df2lJuBw1WBcMW91j_FhBYjAHKakb96mkOtMC87TrB3gv4sUKsAGeYhQXwnxVOs6USNXIXNifdwev2s4d7E2eqerxrM_Sn8tl2Ykf0UJkNrcTACygSSACcu2mu This is a desert with no clouds, it's supposed to be super bright, yet the blacks are clipping like crazy. This kill most of your detailling.
  2. LOL who cares.
  3. Today I started my dream job as a graphics programmer for Arkane Studios \o/
  4. Just finished this the other day, got the true ending. 16 hours for both campaigns according to steam. It was pretty cool! Loved it. Would recommend. It was my first Resident Evil game as well. Nothing too severe though, these are small nitpicks and mostly come to preference. Really loved the survival horror gameplay and how the zombies react to bullets and such. It was really well thought out and balanced. Good balance between "I'm fucked pls help me" and "alright, I'm gonna use this item here and free up a slot, then move unto here and do this, then backtrack and pick up this, and...".
  5. Klems

    awp_natural [CS:GO]

    Tried picking both water brush to the same cubemap?
  6. Klems

    awp_natural [CS:GO]

    Very relaxing! Lovely skybox. Have some feedback: - The skybox transition can be seen very clearly because of the texture mis-alignement. To fix that, add a sky_camera on the origin, then select it and your water brush, enable texture scale lock and texture lock, copy it and scale by 1/16. Then disable texture scale lock and re-scale your water brush as needed. This should fix any seams. - I think the danger zone update added functionality to reflect stuff on skybox water right? That would be cool. - The grass is super aliased, not sure why. I can definitely see this being a big problem in an awp map as it's quite distracting. Make sure mip-maps are built and enable $allowalphatocoverage, if possible. Same thing for trees. Maybe rework your colors/contrast as well. - Some light pink/orange directionnal fog oriented toward the sun might look cool, not sure if that's already the case. - Soundscapes could use more work. - Some shells on the beach and a yacht in the skybox would be tight af.
  7. Just played through this, and the overall quality was very good! Loved the combats. There's a few issues here and here but nothing too severe. Good job!
  8. Been following this for a while. Looks awesome so far! Although I really hope the FOV can be increased and the HUD simplified.
  9. That bit from HL2. I don't think I've felt legitimate vertigo since that one.
  10. The red building is a symptom of another problem imho. The entire map lacks color, so when flashy colors are used it looks jarring. Same way the balloons looks out of place 1 screen above. I don't think the lack of color is a problem since it fits the theme somewhat, but if more saturated colors were used it would look more coherent imho. Just a thought. I like that bloody building either way.
  11. https://store.steampowered.com/app/747250/HalfLife_2_Year_Long_Alarm/ An old HL2 mod that was just re-released on Steam, highly recommended!
  12. You can make your own surfaceprop (in a mod at least, it doesn't work when packed in a map). Not only it varies between different branches, but also between different games and mods. It tells which sound to make when shot and stepped on, and also control the penetration value of surfaces in CS:GO. Also some other cool stuff like friction and jump height. At any rate you shouldn't need to use something other than the usual wood/concrete/metal/dirt/plastic etc, which can be found everywhere.
  13. Prodigy? Looks great BTW, I think the skybox could use a bit more love. Although, scottish weather isn't exactly lovely so that could count as a plus.
  14. Man what a cool movie that was. If the prospect of Nicolas Cage forging an axe doesn't excite you then I don't know what will.
  15. got you covered fam https://www.moddb.com/mods/half-life-2-classic
  16. aw yeeee great contest EDIT: I forgot to mention and now I feel bad I'd like to thanks @kikette for his awesome texture work The map wouldn't have looked that cute without him! Check out his artstation https://www.artstation.com/kikette
  17. Can't play this. It crashes after a few seconds in the car. EDIT: nevermind, changed windowed fullscreen to fullscreen and it works. That was rather short, but interesting.
  18. I finally made a portfolio http://klemss.baticle.com/ Any feedback is welcome!
  19. That old chestnut? LOL. Floating points numbers are the foundations 99.9% of all video games. Quake definitely used floats. Every engine after that one as well. There is no way you can do otherwise nowadays, especially considering GPU are basically floating point calculators. Games mainly used integer in the past, but that was a few decades ago, when hardware graphics was non-existent. Floating point numbers can describe integer without any precision issues. There are lots of myths floating around (pun intended) and lots of misconceptions on float/double. Even BSP engines uses floats for brushes. Since everything is on a grid you could use rationnal numbers, but I guess nobody thought this would be useful. I don't think a precision of more than 0.001 is relevant to be honest. I do get triggered by my vertices being 0.001 units misaligned in editor. Then I'll compile and play it and realize it's really not a big deal. When you know what to look for you can see issues everywhere, while most players won't bother.
  20. If you fancy making maps for Source you can get Black Mesa. The workshop doesn't have enough good custom maps!
  21. Name: Clément Baticle Website: http://klemss.baticle.com/ Story: As you wake up one morning from uneasy dreams, you find yourself measuring less than 10 inches. The door handle is out of reach. How will you get out of your room? Engine: Source SDK Download Link: https://drive.google.com/open?id=1QtcfWlO-Is8Vy03MSt2x0Zfm9y01gGRu Screenshots: Video link:
  22. Just finished it the other day, this mod is pretty cool. Some of the battles leaves a lot to be desired, but the level design, scripted scenes and general feel is just great. Might be one of the best HL mod ever, would def recommend it.
  23. Quite a few actually. I made a playlist will all my EP2 maps here https://www.youtube.com/playlist?list=PLEjnhRIh4YmzNYQPxRIRwryUTx_wdK2s0
  24. What I'm up to these days: I recently released a bonus map for an EP2 competition, that I also judged. Be sure to check it out here, map's name is Freeman and Bob. Click the screenshot below. Completely unrelated to this, I also made a demo for a Shadertoy contest. Demo and real time code can be seen by clicking the screenshot below. Be careful, this shader takes quite a long time to compile, so it may take a while to load in (potentially crashing your browser in the process... I suggest using chrome).
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