Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Rush_Freak

#1
WIP Levels / gg_futurelobby
March 18, 2016, 11:58:19 PM
This is a WIP symmetrical arena-styled deathmatch map, set in a large corporate lobby sometime in the future, and my current entry for the Old School Level Design Contest.

From the start I wanted verticality to be a focal point, and having 3 floors of balconies connected by staircases seemed appropriate. I also wanted the central area of the map to feel open while still providing decent cover. Players would be able to drop down from one to the next to change things up during what would normally be a horizontal firefight scross the central area.

There are rooms on the first and second floor in behind the walkways for a bit of added depth as well. on the third floor there is an open catwalk that links the sides together and passes what will be an elevator to/from the ground floor.

Really this map was more of an experiment with using a clean, angular, high contrast "forward" looking visual style that I've wanted to try for a long time. Due to the time constraints I did have to sacrifice a lot of the more "organic" flowing lines I would otherwise have wanted to integrate, but I'm still happy with the result.

This is also my first time using proper subdiv-geometry baking for generating custom textures. I think it turned out pretty well.


To-do list:

- Add an exterior 3D skybox
- Fix light luxel density
- Make lights into proper integrated elements, e.g. refine walls and ceilings
- Add functioning elevator
- Clean up UV mapping
- Add better weapon spawns, possibly retool the gamemode entities
- Add some greenery
- Fill out rooms in more detail


Download here for Counter-Strike: Source: gg_futurelobby

EDIT: Updated name and spawnpoints for GunGame.

Feedback and criticism is welcome!

#2
I apologize for bugging you, as normally I try to work these things out for myself and/or scour for information, but it's sort of a recurring issue.

I'm trying to export a model of a car (in prep for a large asset pack I'm attempting to put together), however, only some of the vertex normals actually export correctly.
In Max, I drop an "Edit Normals" modifier ontop of the geometry to double-check that they are pointed the correct direction. However, when the model is compiled, some elements of the geometry are either faceted or pointed off to one side strangely, while others are perfectly fine. I've checked the smoothing groups applied to each sub-object in the model, and everything looks completely correct, so I'm quite baffled. I had attempted to use the "Explicit Normals" export method in the dropdown, but all of the vertex normals ended up completely distorted as if the entire object had been twisted or something.

I remember having this exact same issue several versions of WWMT ago, but a recent build had fixed it, only it's now returned again for reasons beyond me. I'm not sure what I'm doing wrong after having tried so many different possible solutions for it to behave like this, and frankly, it's driving me nuts.

Any help would be appreciated if you can spare the time. I can also post some screenshots if it would be of assistance.
SMF spam blocked by CleanTalk