3,441 Results
[QUOTE=glitchvid;51972889]Making all glass breakable is fun: [media]https://www.youtube.com/watch?v=ETxEjAMQ9z0[/media] Shame I can't ship it since it kills performance.[/QUOTE] is DMM glass any cheaper? I forgot if that gets tied to an entity. Worse case you could like ...
GameDev Level Design Reply
You don't have permission to view this result. It's probably in a forum that your account has no access to.
[QUOTE=layla;51791746]Unreal light baking is editor code so we will need to do our own. We don't want people to have to download unreal just to make maps.[/QUOTE] if you created a GPU accelerated light baking solution i'd probably piddle myself
GameDev Level Design Reply
[QUOTE=aTam;51916997]This looks fantastic, how well does something of this detail scale? Can you create a decent sized map before experiencing some optimization challenges?[/QUOTE] each grass model is only about 72 polys, but pro version of wallworm has tools to place your...
GameDev Level Design Reply
[QUOTE=GaleTheHusky;51898260]I'm jealous. I can't even afford a basic DSLR to take texture pictures with, otherwise I'd be out in the mountains all day just collecting assets <3[/QUOTE] A canon rebel t3i is a great starter and you can get them cheap off craigslist. You can...
GameDev Level Design Reply
[QUOTE=GaleTheHusky;51897797]Nice! What kind of camera did you use?[/QUOTE] I have a 5DMKII with a 50mm f/1.8. Here's a breakdown of a photoscan i did for the tree bark: [t]http://www.mattyoungwi.com/i/2017-03-02_01-25-20.png[/t] isn't it ironic that i'm shoving a...
GameDev Level Design Reply
thought i'd post my first source project in two years, doing some foliage and rock practice. had to photograph all the textures myself so that was fun [t]http://www.mattyoungwi.com/i/2017-03-01_22-20-07.jpg[/t][t]http://www.mattyoungwi.com/i/2017-03-01_22-20-18.jpg[/t]
GameDev Level Design Reply
Are you talking about using Mudbox for level design? If you're talking like skybox landscapes, I wouldn't recommend trying to convert the editable poly into a displacement, i would just bake the highpoly into a normal map and use a static mesh.
GameDev Level Design Reply
[QUOTE=Wickerman123;51884484]That looks sweet, what platform did you release it on?[/QUOTE] windows officially but linux is in beta at the moment [url]http://www.store.steampowered.com/app/394690[/url]
GameDev Programming Reply
Hey friends, Thought I'd share the trailer from our latest Tower Unite game world we just released, Little Crusaders. [hd]http://youtu.be/gp8RFXCETj0[/hd] also, here's a before and after of the map i designed [img]https://cdnb.artstation.com/p/assets/images/images/...
GameDev Programming Reply
[QUOTE=Why485;51675601] [img]http://i.imgur.com/35Y2RV5.png[/img][/QUOTE] they followed me for this tweet like two years ago. i didn't even use UE4 at the time lol [media]https://twitter.com/MattYoungster/status/541063052062638080[/media]
GameDev Programming Reply
[QUOTE=Shirky;51671635]I actually went through quite a bit of different engines and workflows trying to get a hang of something other than Source.[/QUOTE] For Tower Unite in UE4 we use [url=http://www.supergrid.io/]SuperGrid[/url], its just a collection of static meshes wi...
GameDev Level Design Reply
[QUOTE=seba079;50985490]That doesn't look very official, I'd wait for a proper statement from an INFRA dev[/QUOTE] [img]http://mattyoungwi.com/i/2016-09-01_16-07-56.png[/img] close enough :quotes:
GameDev Level Design Reply
little bit of a cross post, but i thought ya'll would be interested in some of our casino stuff [media]https://twitter.com/PixelTailGames/status/771066072330039300[/media] [URL="http://forums.pixeltailgames.com/t/what-the-heck-is-an-agc-and-what-does-it-have-to-do-with-c...
GameDev Programming Reply
It's not writing a BSP at all, because your compile failed. [url]http://www.interlopers.net/errors/[/url] brush 74156: floatplane: bad normal side 1 texture: metal/metalwall045a [quote]Description: One of your brushes has a face with a bad normal (a 'normal' is a ori...
GameDev Level Design Reply
[QUOTE=srobins;50904148]Is the guy making it playable and continuing it or was it just a one-off level remaster?[/QUOTE] probably a one off type of deal, that's an immense amount of detail for one scene
GameDev Programming Reply
[QUOTE=srobins;50877248]I would kill a man for a high definition UE4 remake of HL2[/QUOTE] Have you seen this? [url]http://polycount.com/discussion/comment/2037585#Comment_2037585[/url]
GameDev Programming Reply
i started working on gmod tower as a past time during school and now it's my full time job with Tower Unite, however i work on unreal engine and do more modeling and art on top of the level design. had i not learned how to model, i probably wouldn't have a job right now.
GameDev Level Design Reply
Howdy friends, We just put up the Tower Unite Minigolf Early Access trailer, take a look! [hd]https://youtu.be/3joeB7oLuqc[/hd] if you're interested in Tower Unite, you can find out more here: [url]http://store.steampowered.com/app/394690[/url] We launch next week ...
GameDev Programming Reply
prototyping a level for ball race [vid]http://www.mattyoungwi.com/i/toobz.mp4[/vid] [sp]this isn't in a state to show off yet, I'm actually posting this solely because of Foohy's gorgeous singing in the background[/sp]
GameDev Programming Reply
coaster highpoly donezo [img]http://www.mattyoungwi.com/i/2015-12-08_13-46-23.jpg[/img] [t]http://www.mattyoungwi.com/i/2015-12-08_13-48-03.jpg[/t] [t]http://www.mattyoungwi.com/i/2015-12-08_13-49-54.png[/t]
GameDev Modelling Reply
How's Quixel 2 for anyone that picked it up? I was tweaking with 1.0 a few months ago (found it to be incredibly tedious imo) but I went with substance painter instead because I didn't have time to wait for Quixel.
GameDev Modelling Reply
[img]http://forums.pixeltailgames.com/uploads/default/original/2X/e/ee496df4b625ac49ca556f056540deb681477880.png[/img] [img]http://forums.pixeltailgames.com/uploads/default/optimized/2X/f/f9eaa512b4d7d06f365efaeb22a76517a9809cf1_1_690x448.png[/img]
GameDev Modelling Reply
[url]http://forums.pixeltailgames.com/t/early-minigolf-developments/2241/26[/url] [quote][vid]http://www.gamechaser.net/pixeltail/discord/2015-10-12_22-28-21.webm[/vid] [vid]http://mattyoungwi.com/i/GolfCam2.mp4[/vid] [img]http://forums.pixeltailgames.com/uploads/default/...
GameDev Programming Reply
[QUOTE=ProfHappycat7;48690988]i wish i could use quixel suite... i can't afford photoshop :cry:[/QUOTE] Not sure if you're referring to full retail Photoshop price or not, but you're aware that Photoshop + Lightroom CC is only $10/mo, correct? [url]http://www.adobe.co...
GameDev Modelling Reply
[QUOTE=dai;48561050]"I'm worried, will it look better in time for the presentation?" uh[/QUOTE] just gotta make it pop man
GameDev Programming Reply
Thought I'd drop some of the work we've done for [url=http://facepunch.com/showthread.php?t=1475909]Tower Unite[/url] over the past few weeks. Although we've spent a decent chunk of time implementing Steamworks, we've still managed to cook up some neat stuff: [quote=Scott +...
GameDev Programming Reply
thought i'd drop this here, zak made some pretty useful tools [url]http://forums.pixeltailgames.com/t/source-fbx-tool-and-bsp-proper-tool/2011[/url] [quote]Hey Guys! I made a few tools for SourceSDK a while back. I figured I'd release them here for anyone to use if the...
GameDev Level Design Reply
[QUOTE=wallworm;48453519]The current limitations on importing a level from VMF is that there is no func_instance support (which the default Valve maps use a lot). I just haven't gotten around to adding that[/QUOTE] You can work around this by collapsing the instance in Ham...
GameDev Level Design Reply
[QUOTE=huntingrifle;48447281]When was the last time you used Wall Worm? Wall Worm has come a long, long way since 3DS Max 2012 existed, and the tools work very well on all the newer 3DS Max versions.[/QUOTE] If I recall, Shawn updated the Wallworm VMF importer when Robert ...
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[url=http://facepunch.com/showthread.php?t=1023137]Here is a set of assorted PHX Track prefabs.[/url]
GameDev Level Design Reply
You don't have permission to view this result. It's probably in a forum that your account has no access to.
This is incredibly useful, great work as always Shawn!
GameDev Level Design Reply
[QUOTE=KnightVista;47319497]Yeah man your map didn't compile, do you have any overlays in your map? Any accidental concave brushes?[/QUOTE] [QUOTE=Snickerdoodle;47319465]In my experience, you get this message because the map never compiled completely at all.[/QUOTE] Ar...
GameDev Level Design Reply
[hd]http://www.youtube.com/watch?v=5xXiJdriyHg&list=WL[/hd]
GameDev Level Design Reply
Checkers always indicate a missing texture, so when you have checkers on top of your diffuse texture it typically means a normal map that the .vmt references is missing. Select the texture, go to the texture browser, and hit the view source button. That'll open the .vmt an...
GameDev Level Design Reply
[QUOTE=Thomo_UK;46818008]So is this where all the cool kids get help, because other than some really badly fitting windows I have no idea how to spice this house front up a bit. [t]http://a.pomf.se/hoafwc.jpg[/t] [editline]29th December 2014[/editline] I think I ...
GameDev Level Design Reply
[QUOTE=Callinstead;46672329]Just out of curiosity, how do the platform doors open? Do they detect when a train opens its doors in the station?[/QUOTE] You open them yourself.
GameDev Level Design Reply
[QUOTE=Itszutak;46630582]...and then he fucking DUPLICATED THE GROUND DISPLACEMENT to put one on top of the other. Every single displacement polygon there is actually TWO polygons, overlaid at the same place, because it's not one but two displacements.[/QUOTE] That's how b...
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[QUOTE=seba079;46378434]I commented asking if the video author asked Lifeless for permission to use the map, but I doubt I'll get a reply. Someone should tell Lifeless about this (if he doesn't already know).[/QUOTE] Lifeless is the one who brought it up to me. We managed ...
GameDev Level Design Reply
[QUOTE=Cosine;46374304]Kart racing is gonna be the new thing in TF2 [media]http://www.youtube.com/watch?v=I7qDUHRR_1A[/media][/QUOTE] It's a shame however, because the video that got popular yesterday isn't giving much credit to Lifeless for his map for GMTower's Source K...
GameDev Level Design Reply
[QUOTE=nomad1;46224869] I don't believe I have it tied to a func_detail but maybe i am reading this wrong, and if I am, sorry.[/QUOTE] Sorry, I wrote that as I woke up and thought your compile log said you tied to a func detail
GameDev Level Design Reply
Alternatively use visgroup to filter everything but displacements, select all, and then ctrl shift w to untie from the func_detail
GameDev Level Design Reply
Firegod whipped up a badass skybox for Lobby 2. Thanks boo [t]http://www.mattyoungwi.com/i/Garry's_Mod_2014-10-05_19-46-48.jpg[/t]
GameDev Level Design Reply
I think someone recently used GTKRadiant to remake a BF3 map and got it into Source easily.
GameDev Level Design Reply
My god, it's like I'm 14 again
GameDev Level Design Reply
[QUOTE=Stiffy360;45968889]I'd totally add envmaps. It would make it looks perfect. (also add it to the plaster, and the metal, just enough for a subtle tint).[/QUOTE] That build didn't have cubemaps, it's such a hassle now :(
GameDev Level Design Reply
Hey guys! It's been a while since I've posted content. We're super happy to announce the reveal of GMod Tower's new lobby: here's the trailer for that: [hd]http://www.youtube.com/watch?v=bqrQqoXjNfE[/hd] And here's some pics. Keep in mind we're still WIP, so things might...
GameDev Level Design Reply
[QUOTE=FoohyAB;45958398]go back to your mapping forum NERD.[/QUOTE] who do you think made that gorgeous grassy plane your starship set its voyage off of? you are just a void without me.
GameDev Developing Reply
[QUOTE=Aide;45954125]Coffee Filter + Water. Take less than 2 minutes to clean your screen mate. [t]http://i.imgur.com/7Q2XJfc.jpg[/t] Dual Monitor masterrace.[/QUOTE] more like TRIPLE [t]http://www.mattyoungwi.com/i/2014-09-11_22-59-48.jpg[/t]
GameDev Developing Reply
[QUOTE=LATTEH;45862423]-No setting for rotation degrees (there is one in the tools but its only for 15 degrees) [/QUOTE] i remember back in the day i was talking about ctrl+m and a bunch of people told me they preferred the handles in the 2D viewport to rotate they are...
GameDev Level Design Reply
You can't use CS:GO and L4D models in hammer without [url=http://facepunch.com/showthread.php?t=1215621]converting them to Source 2009 format.[/url] Personally, I use EP2 hammer and mount loose files through EP2's gameinfo.txt, and then I set my compile map directory to GMo...
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[QUOTE=oskutin;45671936]Bit worried now, not sure if we're currently on the safe side of the border before it closes.[/QUOTE] Don't you guys already have a license though? I wouldn't think they would cut you off.
GameDev Level Design Reply
[QUOTE=On-A-Freak;45671918]Nobody said that Valve will shut down Source 1. It's said that the licencing is being shut down. Maybe to make room for another licencing model? So that no one is buying a licence anymore just to realize the next day that valve made it e.g. open "so...
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[QUOTE=garry;45671226]Everything I've heard from Valve is that they're not licensing out the engine like they did with Source 1. They're in the process of shutting the current licensee program down.. we don't even get updated code for Source 1 anymore.[/QUOTE] At least we ...
GameDev Level Design Reply
doesn't that fuck with uv's though? the only way i could see that being useful is if the model has like a uvw
GameDev Level Design Reply
Question: Are static props a viable alternative to detail sprites? I heard you can import VBSP settinngs into wallworm and convert them to models or something. (That or making a set of grass props)
GameDev Level Design Reply
[QUOTE=oskutin;45629187]"Valve gib".[/QUOTE] I think the real question is how the licenses are
GameDev Level Design Reply
It's like a hybrid between the traditional bsp tools and a modeling program. You can basically have the same workflow you've been using with current Hammer, but you'd be a fool because there's tons of new features
GameDev Level Design Reply
[QUOTE=FunnyStarRunner;45616450]So, does Source 2 use the standard Source method of creating maps or has it been downgraded to an Unreal-style carving crap?[/QUOTE] Unreal has subtractive and additive meshes, actually i'm pretty sure they took subtractive meshes out in mor...
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[QUOTE=Pw0nageXD;45616339][vid]https://fat.gfycat.com/YearlyDismalHuemul.webm[/vid] 15 seconds and I had this[/QUOTE] The great part about this is custom tilesets are possible. Lots of potential.
GameDev Level Design Reply
Also interesting that if you noclip in Dota it puts you into first person mode. You can bind +foward and all the movement, so first person gamemodes in Dota may be feasible with a little bit of lua work. Although Dota engine is lacking a lot of entities. Not seeing any trig...
GameDev Level Design Reply
So looks like in Source 2 brushes are depreciated and have been replaced with meshes, so edge and vertex manipulation are possible now-- [url=https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Basic_Construction/Mesh_Editing_1]And yes, convex geometry....
GameDev Level Design Reply
So uh, that Dota toolset, huh
GameDev Level Design Reply
[QUOTE=kaskade700;45563709]Not really mapping as much as modeling but I don't have anything else to share [img]http://i.imgur.com/6pAmMEw.png[/img] I'm making a Maya inspired map and finally found some great reference material :v:[/QUOTE] [img]http://puu.sh/aApVl.jpg[/im...
GameDev Level Design Reply
Hiyougami pulled it off. [video=youtube;YRfOUBzTiQw]http://www.youtube.com/watch?v=YRfOUBzTiQw[/video]
GameDev Level Design Reply
[QUOTE=opti2000;45358095]Added some windows in the warehouse. [t]http://cloud-4.steampowered.com/ugc/53232363474204910/6B3AC5DA3BD349B8769DEECD51EACBB6C796C0D5/[/t][/QUOTE] Those are some really really noisy normal maps, did you slide the intensity to 100 in Crazybump or ...
GameDev Level Design Reply
Did you adjust the brightness? The first 3 values are RGB, the last is the brightness.
GameDev Level Design Reply
For future reference, this occurrence is referred to as [url=http://en.wikipedia.org/wiki/Z-fighting]Z-Fighting.[/url]
GameDev Level Design Reply
[QUOTE=Cosine;45179716][thumb]http://puu.sh/9Ew62/c3802a613e.jpg[/thumb] [thumb]http://puu.sh/9EvOy/49bd9aea30.jpg[/thumb] i put too much detail into this alpha and now im not gonna want to delete it when i find out it sucks for gameplay woe is me[/QUOTE] Basically why...
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Designers on indie projects are usually the coders
GameDev Rust General Reply
Great work as always.
GameDev Level Design Reply
This method can also be used to do curves on roads; it's an essential habit for hammer.
GameDev Level Design Reply
you func_detailed a displacement select all of your displacements and hit ctrl + shift + w
GameDev Level Design Reply
[quote=Valve]In Hammer, while using the Vertex Tool, pressing CTRL+B will snap selected vertices to the grid.[/quote] [url]http://steamcommunity.com/games/SourceSDK/announcements/detail/1749958360445449289[/url] 10/10
GameDev Level Design Reply
FYI, standard compilers don't freeze up your PC on Windows 8.
GameDev Level Design Reply
[QUOTE=garry;44680674][vid]http://files.facepunch.com/garry/home/2014/April/29/20-36/913C.mp4[/vid][/QUOTE] that ass is like a gyroscope
GameDev Rust General Reply
Respawn posted a video of their iterative process for one of their new maps [hd]http://www.youtube.com/watch?v=Y498idUMwow[/hd] Incredible
GameDev Level Design Reply
You have a leak in the map. That means that there's an area exposed to the void (black), which isnt supposed to happen. Load the pointfile by going to map > load pointfile and follow the red line to where the leak is, and seal the hole with [B]world geometry[/B], not a fun...
GameDev Level Design Reply
View > Go To Coordinates Paste those three numbers in there
GameDev Level Design Reply
That's either L4D1 or 2 content. Garry never included DLC vpk's being mounted with L4D2, so that might be the reason. The map has a lot of missing content I'm unable to locate anymore, so that's why I removed it from the workshop. I don't really have the time to backtrace a...
GameDev Level Design Reply
That's not Garry's server. Join official servers to avoid stuff like this.
GameDev Rust General Reply
You should always make a rough blockout of your landscape / cave before converting to geometry, ensuring all your vertices align. Here's an example I did: [img]https://pbs.twimg.com/media/BSjJ9YrCIAACIH9.jpg[/img] Note for proper subdivision all of your edges / vertices...
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Why can't I stop laughing at this
GameDev Level Design Reply
[QUOTE=LtShinySides;44651233]Ever since they broke sourcesdk and never gotten around to fix it, I lost hope with anything from valve besides more tf2 hats.[/QUOTE] What's the point of fixing their outdated toolset? I'm willing to put down money there's already an in house ...
GameDev Level Design Reply
so apparently compiling doesn't freeze my computer on Windows 8 because of the memory allocation this makes me happy
GameDev Level Design Reply
Only thing I noticed was the skybox fog: [img]http://puu.sh/8aftS.jpg[/img]
GameDev Level Design Reply
[QUOTE=trancepx;44543561][t]http://i.imgur.com/dJNHCsi.jpg][/t][/QUOTE] why would you do a wireframe to solid blend of a hammer pic
GameDev Level Design Reply
Id bump up your $envmapmask, still seems a little flat and marble is a pretty shiny surface.
GameDev Level Design Reply
got any envmaps on those marble textures?
GameDev Level Design Reply
[QUOTE=BlackPhoenix;44462837][img_thumb]http://i.imgur.com/obSKzdf.jpg[/img_thumb][/QUOTE] that house looks cozy as fuck
GameDev Level Design Reply
Holy shit, I don't think I've ever seen so many compile errors in my entire life.
GameDev Level Design Reply
[QUOTE=LtShinySides;44412786]tldr I never see any threads asking for mappers for hire anymore. If I see one, they want the mapper to do everything for free[/QUOTE] literally 2 days ago [url]http://facepunch.com/showthread.php?t=1380584[/url]
GameDev Level Design Reply
you can use bspsrc to decompile them, and if you modify your vmf you can get it into 2009 and recompile for GMod, but you'd need to convert all of your models and materials too. see here: [url]http://www.facepunch.com/showthread.php?t=1215621[/url]
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[QUOTE=DaMoggen;44401022]It could also be put in maps and if the map gets popular the creator can access the place on the servers other people own. :v:[/QUOTE] couldn't you just modify the lua file for your steamid then
GameDev Level Design Reply
[QUOTE=Dark One;44354880]i'd say the map could easily be extracted and used in gmod, because half life mapping has two options that of the long and hard way or using models and unless they've rewritten everything for their version of sources mapping.[/QUOTE] do you have an...
GameDev Modelling Reply
If youre not sure how UV's work Quixels DDO is a great program for that. You can see the UV map applied to the models while you work on it in Photoshop, which is a great visual
GameDev Level Design Reply
[QUOTE=Jazer;44345891] If you're serious about your work, learn it because modelling is never going away.[/QUOTE] if anything, it's the other way around; brushwork is going away and modeling is the norm.
GameDev Level Design Reply
[QUOTE=Skerion;44344045]Are the reflections on the pillars just textured on or are they cubemapped with a custom cubemap texture?[/QUOTE] just a default $envmap with a [url=http://puu.sh/7IqmB.png]specular[/url] on the metal areas. diffuse [url=http://puu.sh/7Iqhu.jpg]with...
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After some comments, I decided to make it more dirty because it was way too clean. [t]http://puu.sh/7HRwF.jpg[/t]
GameDev Level Design Reply