FRAG Posted July 17, 2016 Report Share Posted July 17, 2016 Back in December we had a media release for Operation: Black Mesa and I posted a few WIP areas from my work on of2a1 (first map in the chapter "Missing In Action" for Opposing Force) and I believe I posted them here too, after chatting with the community at large I made some changes to better fit the atmosphere that was set in the original map, the changes to this effect are mostly lighting based with a few texture adjustments but I've also made some additions to the geometry to flesh out the area a bit more, so first here is the area that was posted in December 2015 As you can see it's quite bright and friendly compared to the original level which looks like this. So here is how my version of the level now looks, this is the fan room for OF2A1 as of July 2016 There is still stuff that needs to be done, my next plan is to work on the particle effects I need for the area and fix up the "smog" that emits from the fans which can't be screenshotted for some odd reason, seems to be a bug that has popped up for us and makes the room look too clean for the lights to make sense in some cases. [N]awbie, Gale, blackdog and 7 others 10 Quote Link to comment Share on other sites More sharing options...
JSadones Posted July 17, 2016 Report Share Posted July 17, 2016 7 minutes ago, Sprony said: Wall of fame? Vaya and Sprony 2 Quote Link to comment Share on other sites More sharing options...
OrnateBaboon Posted July 17, 2016 Report Share Posted July 17, 2016 Going round trying to first pass the trailers, or at least get the basic shape in. About 13 more to go! Not totally sure about the purple, but it was colour picked from a real trailer. The back one in the reference image. Trying to have every trailer a different colour for easy callouts. rosk, Vaya, Teddy Graham and 9 others 12 Quote Link to comment Share on other sites More sharing options...
Bastion Posted July 17, 2016 Report Share Posted July 17, 2016 Spoiler Fallout 4 nexus has been a godsend for keeping me motivated with positive feedback Been working a lot more on Scum of the Commonwealth for Fallout 4, got 12 levels total now, taken me a long time to get them done, mainly because I'm wrapping up this year's work, but here are some screenshots. (they're large images) Vaya, Skybex and Gale 3 Quote Link to comment Share on other sites More sharing options...
Logan Mac Posted July 18, 2016 Report Share Posted July 18, 2016 My humble garden Joy, Gale, RivFader and 5 others 8 Quote Link to comment Share on other sites More sharing options...
Bastion Posted July 20, 2016 Report Share Posted July 20, 2016 (edited) Early Screenshot of 'The Beacon' which is a new level to my 'Scum of the Commonwealth pack' for Fallout 4, this is a gunner occupied naval vessel with a radio beacon attached. You will find this shipwrecked nearby the atom cat's garage when it launches in the coming week. Edited July 20, 2016 by Bastion Vaya, Bevster, JustFredrik and 8 others 11 Quote Link to comment Share on other sites More sharing options...
Guest Posted July 21, 2016 Report Share Posted July 21, 2016 (edited) @Bastion How difficult is that tool to learn/use compared to something like hammer? Edited July 21, 2016 by nikkoship Quote Link to comment Share on other sites More sharing options...
Bastion Posted July 21, 2016 Report Share Posted July 21, 2016 (edited) 14 hours ago, nikkoship said: @Bastion How difficult is that tool to learn/use compared to something like hammer? Once you get to grips with the different camera controls and some tools, it is not too bad. pro Can see the real navmesh in editor can see lighting, fog and skybox rendered pretty well in editor quite easy to get new content added into the editor for unique levels no compile process for playtesting Building environments is quite easy thanks to how rooms are built, take assets of walls with floors and ceilings, and for finer tweeking, you can use free-walls and free-floors to make more unique layouts, its what I tend to use for my locations. con Relies solely on pre-built models for everything instead of brushes, so unique buildings or items need to be custom build in 3d modelling software can be a massive resource hog if working in the wasteland/wilderness cells Scripting is not very well organised, and creating effective scripting can be a bitch. Initial loading time is arse, you're loading every asset and location so it can be quickly accessed later. (may be my pc being shit) prone to freezing when adding items or using the wasteland/wilderness (may be my pc being shit) That being said, I still got a lot to learn personally. Edited July 21, 2016 by Bastion Quote Link to comment Share on other sites More sharing options...
Bastion Posted July 21, 2016 Report Share Posted July 21, 2016 (edited) Recent set of screenshots for the Beacon, as part of the Scum of the Commonwealth level pack on Fallout 4, Update is live on sunday! Edited July 21, 2016 by Bastion Joy, Bevster, FMPONE and 3 others 6 Quote Link to comment Share on other sites More sharing options...
kinggambit Posted July 23, 2016 Report Share Posted July 23, 2016 does anyone know how to fix this lighting bug for some diagonal surfaces? tried rebuilding it and messing with the alignment orientation but no success. Jeddyk and Joy 2 Quote Link to comment Share on other sites More sharing options...
blackdog Posted July 23, 2016 Report Share Posted July 23, 2016 You tried moving the light source slightly? Quote Link to comment Share on other sites More sharing options...
OrnateBaboon Posted July 23, 2016 Report Share Posted July 23, 2016 Did a first pass of a couple of callouts. "Swimming pool" and "shed". Lighting is still pretty work in progress, will get to improving it nearer completion. Plat, ShockaPop, will2k and 14 others 17 Quote Link to comment Share on other sites More sharing options...
Thewhaleman Posted July 24, 2016 Report Share Posted July 24, 2016 Slowly whittling away.. Need to figure a transition from roof to wall that is a little more rooftop without looking cheesy.. Need to work on lighting...and maybe more plants, at the moment this is a lame rooftop garden. Joy, Utopia, JustFredrik and 7 others 10 Quote Link to comment Share on other sites More sharing options...
JSadones Posted July 26, 2016 Report Share Posted July 26, 2016 Yesterday after countless hours of looking for reference images for a satellite center, I finally found some 3D image views of an existing satellite center. My motivation went from sad-no-inspiration to can't wait to work on my map every day. Old T spawn New T spawn (ignore pixelated text ) Creating easy models in Blender also is going a lot better. And exporting them to Source is getting easier every day. Even bought a DSLR to take my own textures, so I'm really committed to get this map done. Now off to vacation and can't wait to get back to continue working on it for the next playtest! RivFader, SirK, rosk and 17 others 20 Quote Link to comment Share on other sites More sharing options...
will2k Posted July 26, 2016 Report Share Posted July 26, 2016 Making some modular assets for my new map hgn, JSadones, Utopia and 21 others 24 Quote Link to comment Share on other sites More sharing options...
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