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Everything posted by grapen
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Updated the workshop for the playtests tomorrow. Next update coming in about two weeks.
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You need to use smoothing for those curved faces. Go into mesh properties and activate autosmooth (180 deg), smooth faces and mark sharp edges where necessary.
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It’s time for me to start trying to get interviews going and break into the industry. Making the career switch in 2018 would be the dream.
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Hehe yeah at one point I accidentally turned the A bombzone into a world brush and then back again, forgot that messes up the order =) fixed in the vmf
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Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1216945465 There's plenty more to be done! I'll get right on it. Pics:
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Made some slight changes to the lighting and palette. Will hit the workshop tomorrow.
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It answers many lore related questions and is a fitting end to the series. Worth the price.
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Thanks, hope I won’t disappoint! The map has undergone a complete overhaul of the lighting, mood and color palette since the above screenshots. Should be workshop ready after the weekend.
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I'm back again with my regular an update. Been working on Berth for about 15 weeks. There's plenty left to do in the art department with some placeholder props to replace and new ones to create, but the map is entirely playable. Currently in the clip shop, release imminent. Once on the workshop I'll continue arting it up. Hope ya dig.
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You dont have to make multiple islands, but you need more seams. Look at your ref and see all the cuts they made. You can hide seams with more geo, that would also make the rock look more interesting imo.
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For commercial use, yeah you need to license the data from Google.
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Not every game is on steam, check epics site
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Wow this looks great. Suuuper Disney inspired obviously, the donkey at 14 seconds looks straight out of jiminy crickets christmas
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So they will go even faster? PogChamp
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Looking cool, though I'm not a fan of the super desaturated fog, it looks like smog to me currently
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Fatal error loading vertex shader water_vs20 (00000005) HELP! [SOLVED]
grapen replied to JorisCeoen's topic in Level Design
Any maps that have vmt's with conflictig prameters have been broken, yep. As long as your vmt's are problem free, your map should be future proof. -
Fatal error loading vertex shader water_vs20 (00000005) HELP! [SOLVED]
grapen replied to JorisCeoen's topic in Level Design
You have an error in a vmt that uses the specific shader in the error message. Post your water vmt(s) and let's have a look. I want to point out that since the last update, any shader can cause your map to crash even if it's something minor such as declaring both $envmapmask and $basealphaenvmapmask in the same material. If anyone else is having a similar issue but don't know where to look for the busted material, just cordon tool on fast until you find it. -
Take care of yourself, your family, and do what you love doing. We should all spend our time wisely.
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Congrats guys, looking mighty fine!
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Yeah I use a local installation of Wordpress on my hosting service, so its .org. If you're going down that route, basically all of the major hosts here in Sweden have a "one click wordpress install" feature. If you want to, you can PM me for details.
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Yep I use WP with Semplice which is super customizable out of the box, though I also used a little bit of custom css to get it just how I wanted. The hosting is a yearly cost obviously, and Semplice is a one time license cost. I value time over anything else and got my site up and running the same evening. Adding a new project to it takes me a minute, the only real time factor is taking screenshots and writing the documentation.
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Won't be sending it to recruiters for a while, it's like you say, needs more projects up there.
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Look in the upper middle part of Blender to see your scene tri count, select pieces to see their individual tri count. Go into your mesh properties, check auto smooth and start smoothing those curved surfaces/declare hard edges.
