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Messages - warmeup

#16
WIP Levels / Re: fy_delaunay_world
March 19, 2016, 06:15:04 AM
Loved the textures
#17
WIP Levels / Re: ze_aqualabs (WIP)
March 18, 2016, 05:04:49 PM
For which game is it?
#18
Quote from: Joris Ceoen on March 18, 2016, 02:20:44 PM
Quote from: warmeup on March 18, 2016, 01:57:36 PM
I really feel sorry to bail on this project.
I was intending to create a small scifi-ish themed map related to the black mesa universe.
TBH that geometry, I can't even see how it can end up being brush. Model, sure, but not brushes xD I think you should read more about the difference between Concave, Convex and planar. Source only accepts planar brush geometry.

I think that the next contest, which I think will allow models, will be easier to elaborate on your projects, but you should really understand the basic principles of brush geometry before you can start designing a level in 3DS Max. Not just max but Hammer as well, for that matter.

no it's optimal, i broke down that geometry and it got exported into source with no problems.

Edit: by optimal i mean clean.
#19
I really feel sorry to bail on this project.
I was intending to create a small scifi-ish themed map related to the black mesa universe.
#20
Here's a snapshot of the map i was making before i was forced to use the dark side...

If you know what i mean...




#21
Model WIPs / Re: Hand held radio wip
March 05, 2016, 02:51:39 PM
#22
I'm really sorry for the trouble i made, but everytime i work on something, I never finish it. I need to take care of few things on my todo list, cz it's hunting me.
#23
Removed my vote. I can't work on this, I'm not up to the level yet.
#24
Yea. Meanwhile, I multiplied the occ with the diffuse, But i want to know what's wrong.
#25
Quote from: wallworm on February 25, 2016, 07:33:45 PM
Yes, that is certainly fun. But it shouldn't stop you from your current project :) And hopefully what you learn in this contest prepares you for some of the following contests with more demanding visuals :)

No no, don't worry. It's just my way of saying that this is epic, And this kind of design is totally my taste. I should achieve this after a septillion year of practice xD.
#26
Quote from: wallworm on February 25, 2016, 05:59:51 PM
How are you guys coming along? You don't need to share any secrets, but let me know if you are on track to finish. Those cool prizes are really enticing! :)
yes... until i saw this...
https://www.youtube.com/watch?v=li0OCzVqjOU

Just... remember... to breath...
#27
Quote from: Joris Ceoen on February 18, 2016, 10:14:38 AM
I could cook a level in time, but it would be very basic and short. If more people want more time, I will very likely profit from it, so I'm not against it  :)

xD We're doomed.

I could finish it on time 2, but university will give me assignments and projects soon. So yea a little bit extra time wouldn't hurt anyone, or does it?
#28
Commercial Tools / Re: Brushify Modifier Released
February 16, 2016, 11:19:36 AM
Great!!! I'm gona try it!
#29
Model WIPs / Re: Hand held radio wip
February 16, 2016, 11:05:24 AM
Update 2:



nearly done
#30
I've discovered steam back when I was 15 years old. My love to half-life and source games at that time had already took roots. Back then, all I wanted to do in my life is to share my ideas, thoughts and experiences with other people and see how they will react to it. Since i suck at being social, creating contents for games was the only thing i could do right to communicate with other people. So I started learn slowly about source level design, until I've released my first map. The map was basic, nothing spectacular and nothing impressive, just any map that is on the beginners level. That's what i thought until a youtuber posted a funny video about a group of players playing around the map, and laughing hysterically about falling in some traps on the map. The next day i found out that about 2 million people watched that video, and I was probably the happiest person on earth. I don't know how to describe that feeling, but it was absolute happiness. Since that moment, I swore to dedicate my life to make more content, and learn more about this field. That is why, I chose computer graphics as my major at university. This is where wallworm comes in. I got introduced to 3ds max, and I loved it, then I asked myself that why should i use hammer while i can use 3ds max, is it possible? I started researching and found out about wallworm. I paused every project i was working on and started to learn from the beginning about source. The learning process was a little bit rough, since i had to know lots of prerequisites in max in order to understand how stuff worked. Concept and ideologies changed to the better. In the summer of 2015, I teamed up with a couple of friends, and started working on a gamemode for gmod that includes custom contents like models and maps. That didn't go well, the gamemode was discontinued, and my friends left me with the reason that this will get them nowhere. I went into depression, and started to think the same. Until the end of that summer, I remembered my cause, made my self up, and got myself wallworm pro. Since then I've never been more thankful to Shawn Olson for this awesome tool. I got back to work, and promised you guys good contents. I am very ashamed of myself by not delivering that content fast, that is because i had personal problems like i had to get myself a part-time job during my free time to help my parents pay the tuitions etc, and I'm still struggling till now. It will work out in the end, and i will deliver. My bond with this community is growing stronger everyday. I would like thank you all for being nice enough towards me, and I hope that this community gets bigger, because it really deserve it. :)
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