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So, what are you working on right now?


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#6776 VanishedOne

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Posted 30 December 2015 - 11:39 AM

Regarding security cameras: they can be set up so they take the lightgem into account.

Could you give an example set-up?  :smile: Is it just a matter of setting some spawnargs, or more elaborate?


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#6777 Obsttorte

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Posted 30 December 2015 - 11:56 AM

Needs a script.


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#6778 VanishedOne

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Posted 30 December 2015 - 12:30 PM

I had a feeling that would be the case. Does a script have a way to affect the func_securitycamera's alertMode and idSecurityCamera::CanSeePlayer() and/or idSecurityCamera::Event_Alert(), or is the idea to turn off security_camera_activate (and security_camera_sight?) and use replacement scripting?


Edited by VanishedOne, 30 December 2015 - 02:56 PM.

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#6779 Spooks

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Posted 30 December 2015 - 01:38 PM

I'm more or less done with visportaling. I'll probably come up with something smarter than building the map in one huge caulk box and compartmentalizing afterwards next map. A view from outside map bounds shows how much FPS the map had w/o visportals. I was supposed to do some more stuff with tilesets but I'm glad I got to get done with this horrid mess.hxEI7vA.jpg


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#6780 Capela

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Posted 31 December 2015 - 12:47 PM

I'm more or less done with visportaling. I'll probably come up with something smarter than building the map in one huge caulk box and compartmentalizing afterwards next map. A view from outside map bounds shows how much FPS the map had w/o visportals. I was supposed to do some more stuff with tilesets but I'm glad I got to get done with this horrid mess.hxEI7vA.jpg

 

Hi @Spooks

Well i dont understand what you did in there.   what are the green lines? And why you get 11FPS after all that work.?


Edited by Capela, 31 December 2015 - 01:02 PM.


#6781 VanishedOne

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Posted 31 December 2015 - 01:31 PM

The green lines are edges of open visportals: r_showPortals 1 in the in-game console makes portals visible like that, and green means a portal is open and the game is rendering what's on the other side. Spooks took the screenshot from outside the normal map boundaries, so all the visportals are open (but you can see where they all are) and the framerate is as low as if there were no portals at all.


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#6782 Melan

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Posted 31 December 2015 - 03:26 PM

Given the large area, it is actually a fairly respectable framerate.


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#6783 Bikerdude

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Posted 31 December 2015 - 04:40 PM

I'm more or less done with visportaling. I'll probably come up with something smarter than building the map in one huge caulk box and compartmentalizing afterwards next map. A view from outside map bounds shows how much FPS the map had w/o visportals. I was supposed to do some more stuff with tilesets but I'm glad I got to get done with this horrid mess.

Looks Like I am gonna have to give you a crash course in perfing, all the VPs should be vertically sliced and the upper most ones above the roofs should be caulk brushes. Drop me a Pm with the map and I will do a perf pass on it for you. ;)



#6784 Spooks

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Posted 31 December 2015 - 05:33 PM

Sure enough Biker, I've been wrasslin' with visportals disappearing and having to cut them every other way until they work and could use some pointers on that. 


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#6785 Bikerdude

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Posted 31 December 2015 - 06:28 PM

Should only take half an hour or so to whizz through your map, you should be able to learn what what I fix/change etc.



#6786 Airship Ballet

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Posted 07 January 2016 - 06:16 PM

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 Maps! Excitement!

 

24eef58379.png

 

Video for those of you capable of playing webms.


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#6787 Capela

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Posted 07 January 2016 - 07:03 PM

Later on i realy would like to use some water effects like that.. :rolleyes:



#6788 RPGista

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Posted 07 January 2016 - 07:48 PM

Lovely little niche.

#6789 RPGista

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Posted 07 January 2016 - 07:49 PM

Check arcturus's work for beautiful water shaders. ;)

#6790 Epifire

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Posted 07 January 2016 - 08:09 PM

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Hey all! Been super busy with work, and my days off keep getting hijacked. I may tweak a bit on the texture (mainly specular highlights I overlooked) but here's the finished charger mast...

 

charger_mast_pic_1%201_zpsxrihnnka.jpg

 

charger_mast_pic_1%202_zpsgpocivrt.jpg

 

charger_mast_pic_1%203_zpsevwi9pmc.jpg

 

Tell me what ya'll think? Also who do I submit this stuff too for community usage? Because I'm starting to acquire a collection of electrical equipment.


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#6791 MirceaKitsune

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Posted 07 January 2016 - 08:43 PM

Hey all! Been super busy with work, and my days off keep getting hijacked. I may tweak a bit on the texture (mainly specular highlights I overlooked) but here's the finished charger mast...

 

Tell me what ya'll think? Also who do I submit this stuff too for community usage? Because I'm starting to acquire a collection of electrical equipment.

 

That looks really good overall! I only feel that specularity could use a bit more detail, as the texture looks somewhat unnaturally neat for a metal.



#6792 Epifire

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Posted 08 January 2016 - 02:31 AM

Yeah the specular highlights were a bit much on the inside bottom coil panel as there should be a bit more dirt residue there. Some parts are still pretty clean though. It's still a fairly well maintained pylon that's supposed to be in use (as according to my information) so the seven rods and copper core are cleaned and serviced. The upper cone has some rust lines from the iron used in the rivets, but I didn't try to overdue the grime too much. 

 

One issue that's still slightly unnerving is that the PBR based shader in Substance Painter I use (even though calibrated for spec/gloss) fakes some PBR reflections. There isn't a lot of control on the PBR effects either, so I can't see a 100% accurate representation of specular highlights till I see the in-game. Thankfully id4 handles the final rendering process fairly dynamically, so it really pays to still use modern methods for texturing. Learning process either way I guess. 


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#6793 Melan

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Posted 08 January 2016 - 02:40 AM

Airship Ballet: Excellent water, and it's good to see those new lights in action!

 

Epifire: That tower looks even better in life than as a basic model. Definitely has that evil scientist flair. I can't really find any fault with it.


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#6794 Epifire

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Posted 08 January 2016 - 02:51 AM

Airship Ballet: Excellent water, and it's good to see those new lights in action!

 

Epifire: That tower looks even better in life than as a basic model. Definitely has that evil scientist flair. I can't really find any fault with it.

 

Thankyou! I really was kinda winging it on this one, so I was really unsure about the results. It took a while since it's been a long work week while also being sick but progress has been coming. Aside from trying to optimize my final game versions, they are still pretty beefy. Not sure what texture resolutions ya'll use but this one has two 2x res norm,diff,(1k-spec) running across roughly 6k worth in polys.

My big thing is I just wanna keep working on needed tech-props as I really enjoy scheming up old machinery (as well as filling my portfolio). Also wanting to see this stuff find a home though, so distribution is my primary concern next to optimizations.


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#6795 Xarg

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Posted 08 January 2016 - 04:01 AM

Been working on an enterable prefab house, so far an AI can navigate the house, just detailing it left to go.. here's the front parlor

parlor.jpg

 

Dragging it to where the browser tabs go should open it


Edited by Xarg, 08 January 2016 - 04:03 AM.

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#6796 Bikerdude

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Posted 08 January 2016 - 08:44 AM

@Xarg, very nice.

 

Only crit is you need more natural looking curtains (I created a prefab thats included in 2.03) and you need some wall-ceiling trim.



#6797 Springheel

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Posted 08 January 2016 - 08:44 AM

It's quite good!  I agree that the metal could use some more distressing in spots, but that's a minor detail.  What does it say on that cover plate?

 

My big thing is I just wanna keep working on needed tech-props as I really enjoy scheming up old machinery (as well as filling my portfolio). Also wanting to see this stuff find a home though, so distribution is my primary concern next to optimizations.

 

 

If you want to package it up and send it to me I can make sure it gets into the next asset update.


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#6798 Xarg

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Posted 08 January 2016 - 09:11 AM

@Xarg, very nice.

 

Only crit is you need more natural looking curtains (I created a prefab thats included in 2.03) and you need some wall-ceiling trim.

 

Yeah, I wasn't going to upload it at first, as I'd just put the curtains in, and they definitely need work, they'll be getting the priority attention for the next mapping session, along with a curtain rail and some ropes to hold back the one that's pulled back.


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#6799 Bikerdude

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Posted 08 January 2016 - 09:16 AM

along with a curtain rail and some ropes to hold back the one that's pulled back.

Have a look at a Behind Closed doors, you'll find everything you need.



#6800 Xarg

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Posted 08 January 2016 - 09:34 AM

Brilliant, will do after I play it.


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