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Messages - func_Mathias

#16
WIP Levels / Re: dm_lobby
March 19, 2016, 05:23:38 AM
Quote from: the6thmonkey on March 19, 2016, 03:41:22 AM
but everything appears to be missing its textures in game.
Pretty sure it's once again an error on your part buddy :P
Worked for me anyway, as well as with the aqualab.
Just be sure to extract the folder inside of the materials folder so you don't end up with a material directory inside the material directory, not sure what else you could have done.
#17
Quite a nice layout you got here, you should keep working on this, would be nice to see :D
#18
WIP Levels / Re: ze_aqualabs (WIP)
March 19, 2016, 04:11:54 AM
Quote from: the6thmonkey on March 19, 2016, 04:04:14 AM
I assume I need to install the zombie mod.  I'll try to get it working again later
I got it working without anything extra.


It has quite the nice atmosphere to it even being wip, keep working on this one :D
#19
WIP Levels / Re: fy_delaunay_world
March 19, 2016, 04:08:33 AM
Thank you! I don't see why such a simple (not for source apparently) thing would be so tasking, final triangle count isn't really high either I'd say "Total triangle count: 9607".
Not much I can do to help it either given the assets and layout of the level sadly :c

Also if you downloaded early on you (or others) might have been missing the background trees, this was a little screwup with me not knowing brushes couldn't clamp textures..

Edit:
Found out it's the bots that lower the fps, the more you kill the higher it gets :v
This is quite odd, not sure why, maybe I should make my own nav mesh instead of letting the game generate it, I might update it soon.

If anyone knows why the bots drop the framerate so much please do share!
#20
I'm all done writing and sorting out my entry now, that crunsh time was intense, now it's 7 in the morning  :-\
Anyway here it is!  :D
#21
WIP Levels / fy_delaunay_world
March 18, 2016, 11:55:38 PM
Update:
New thread in the finished levels section, go there: New Thread



Well this has been one heck of a ride, from confidence to panic over and over, but I did end up with a finished product that I like.
I figured I'd really take advantage of the style of the contest this was made for, which was world geometry only.

I started early on wanting to do a cartoony/painted kind of style, a bit like TF2 or Firewatch, took some inspiration from my very bad first project in max too.
Very quickly the art style fell together and I loved it, but source didn't :'(

Because of all the angles I quickly hit the MAX_PLANES limit, which I've never even considered a threat, so I gave up on my main layout since it was too big.
The map you see here was completed in an intense 6 hours before the deadline, and yet this almost went over the limit, but I made it!
I'll call it a WIP just because it's not all that I wanted it to be, and I am going to use models later to make a bigger version which will be final, though this is technically finished for what it is.

Here's the download and pictures for those interested: Download fy_delaunay_world from the Workshop
(Heads up, at the moment having bots cuts the framerate drastically..)

#22
3 more weeks seemed like quite a lot of time before life took 2 of them for other stuff and I now probably can't complete my map without cracking vbsp.exe... if even possible..
I only have 2000 brushes, but I got so many angles on them that the compiler runs out of numbers to define planes with since it can only store up to 16 bit numbers. (aka 65536 planes)
I have the ability to complete my map but it seems pointless when it can't be compiled, and believe it or not this map would be a wasteland with only the 1500 brushes I'm allowed.
Feels quite unfair to be so low on brushes but still reach these dumb limits..

I would not mind a week or two extention to try to crack vbsp.exe as it seems you guys wouln't either, poor Shawn would have to wait longer tho.
#23
In case of another tie I'd say we should meet at a middleground, so with the tie yesterday the middleground would have been March 25.
It would have been a week more or less than most want, but maybe that's better than two weeks off? I think so at least.
#24
WWMT Questions / Re: Smoothing errors on export
February 29, 2016, 03:06:42 AM
I am no expert on the topic but I do remember a quick fix that have worked for me and a friend in the past, doesn't mean it will for you but let's give it a shot.

Basically what you do is that you flip the normals twice, you do this by adding a "Normal" modifier, make sure "Flip Normals" is checked but nothing else.
After that you right click on the "Normal" modifier and choose to "Collapse To", then you go ahead and do this once more to flip them back.

This will keep all the normals the same but often seems to give them kind of a new state of existence where they decide to work I guess :P
I'm assuming your normals are explicit so remember to use that option for exporting/compiling.

If it doesn't work after that I would recommend recreating as much of the normals as you can with smoothing groups, as I don't think this ever has many errors.
If you're already using them then I have no idea what so ever, maybe Shawn has other ideas.
#25
I think adding "-StaticPropLighting" and "–StaticPropSampleScale 16" to your compile settings does fix both of these issues.
The "-StaticPropLighting" should fix the models being black, and "–StaticPropSampleScale 16" should fix weird color bleeding in shadows if you use cascade shadows I believe.
Also "–StaticPropSampleScale" has different values for different compile times and quality (16=slow, high quality, 4=default and 0.25=fast, low quality).

I'm not 100% sure on this but do test it out because I'm pretty sure it'll fix one or the other at least.
#26
Past Contests / Re: Contest #1: Detail Sprites Poll
February 20, 2016, 04:51:22 PM
Just to give insight to why it would be nice, I would make a few hundered brush planes to compensate but I know for a fact I'm gonna be reaching the brush limit very quickly.
Already half way to the brush limit, I just want some flat planes for some more filled looking grass  :), if I can get it to work..
Up to you guys tho, but that's why anyway, good luck to you all!
#27
No problem here, I've only half figured out the style I'm going for so might be good with more time.
#28
WIP Levels / Re: de_cathedral (CS:GO)
May 24, 2014, 06:09:52 PM
Wow that's a pretty darn good job! Too bad the lighting doesn't keep up :-/
#29
Static Props / Re: Stupidly detailed cup
August 10, 2013, 06:33:31 AM
It's supposed to be a to-scale model and the first version of it was made for a video half a year ago. So the intention with it was to have a (stupidly) detailed model for movie making in source(mostly Gmod and sfm), being able to get really close without looking bad and having detail with geometry instead of textures, some of the cause for that too is because uv-mapping is still a little scary though it shouldn't have been very hard.

I do want to use this for a future map, that's some of the reason i actually finished it though it is quite a bit over the top. I might make another version that's a little more optimised with 1/2 or 1/4 of the texture that's more for gameplay purposes though I still want to keep a lot of the modelled details, just need to make sure to not use it too much and possibly add some lod when youre just a few feet away.

I'll definetly try to check out some of those plugins and see how they work, thanks for your thoughts!
#30
Static Props / Stupidly detailed cup
August 08, 2013, 03:30:26 PM
So here's the first model I've made from scratch and gotten 100% finished for source, I really don't have much prior experience with max and this is one of three advanced things I've made, the other things are just small test sort of stuff. Though you can debate if a cup is advanced or not it was quite advanced for me, with discovering things I "needed" to fix and make better. I've learnt surprisingly much from this model, both about modelling and Wall Worm. Wall Worm has come in really handy for making everything from exporting the model to adding bodygroups easier and efficient. I can just imagine the pain of setting up and recompiling everything manually, I'm really happy there is a tool such as Wall Worm.

The model itself is the base cup with some bodygroups which is a lid and two different straws. This model also has colorable straws, you can go into a vmt to change the color or if you're using it in Gmod you can use the color tool on it. It also has around 17 skins of popular drinks and a few parodies. As said in the title it's WAY higher quality than it needs to be, with about 3k triangles and 2048x1024 textures, textures alone making a file size of 20+MB. Big thanks to Rush_Freak which made most of the skins. Enough talk tho, here's some pictures.







This model is supposed to be finished, but if there's anything that could make it significantly better please do tell.
Thanks again for the awesome tools Shawn.
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