#general-modding

1 messages · Page 29 of 1

merry lotus
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one thing i'm planning is a motorcycle that you can't really drive as much as steer

when you get in, you move forward constantly and don't stop until you crash into something (you won't take damage)

merry lotus
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nah i'm still not sure about it

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maybe if it was in a more artsy art style instead of just a 3d render

spare scarab
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Lmao I love it

dire echo
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huh

hazy sky
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can you show us a picture of the whole screen with this hud element though

hazy sky
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okay im generally upset about ratchet games not having fucking mouse hooks

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wish the best of luck to me chat i'm about to learn something new

pure jackal
hazy sky
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could definitely see it working im just not good at C

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probably found a few memory addresses that correspond to the camera's position

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they're just either in radians (float) or 2 or 4 bytes

hazy sky
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its so funny how i can set a destructible object's "drop" to an explosion and it will drop the explosion

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like spawn an explosion instead of an item

unique trellis
stiff thorn
hazy sky
hazy sky
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that however means that the enemies can also drop explosions

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what if you could pick up explosions

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like pick up pistol but OOPS ITS EXPLOSION

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BOOM TIME

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this is so funny i have to test this shit

stiff thorn
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honestly this sounds just full of possibilities XD

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brutha struck gold

hazy sky
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i cannot pick it up,,,

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i've subconsciously made sure i cannot pick it up

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unless i make a weapon that just exploded immediately

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actually it works

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if this wasn't a debug build, the breakpoint wouldn't interrupt and you'd just die

stiff thorn
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see? it's perfect approved

pure jackal
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What was that red text?

merry lotus
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maybe it would look better with more UI elements?

hazy sky
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it kinda covers the side more than it should

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did you think about having a see through background for it instead?

merry lotus
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yeah i could probably do that

hazy sky
merry lotus
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this was unintentional but i like how it looks with the blood in the background

hazy sky
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it looks better now

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it's not just a black background now

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you could make a smearing effect on the path of the needle though like a screenwiper

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wiping away the blood

merry lotus
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do you mean like just a simple smear effect on the texture

because if so that would be easy to add

but if you mean like it wiping away the blood as it goes that would be a lot harder to do

hazy sky
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i think it's cool with the smear effect

hazy sky
pure jackal
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You killed that "I made better in 12 hours no I wont show it" guy so hard he's haunting the game

hazy sky
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he's gonna show me his game

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whether I like it or not

pale raft
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what are good godot templates for first person stuff

merry lotus
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before/after

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not that big a difference but

pale raft
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i finally got something :D

spare scarab
spare scarab
pale raft
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why is the video doin g that

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a ancient halloween CURSE

graceful shard
pale raft
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this is truly glorpshit

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it says it therre

hazy sky
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quake/source movement with wishdir and acceleration/air acceleration or just a basic movement

hazy sky
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usually you'd put it in the addons folder, go to project settings -> plugins and enable it there

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but you really don't need a visual language when gdscript is so readable

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you need to get used to the syntax and that's all, sometimes the code is as readable as the message I'm writing rn

pale raft
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I just extracted and dragged and dropped it into a Addon folder I made in the bottom left

azure flume
azure flume
hazy sky
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legion of honor: germany on earth

junior bluff
unique trellis
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Would it be better to work on a main menu screen first or just focus on making a test room? Pretty amateur at game dev but really interested at getting better at it.

tranquil oracle
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Having a simple menu to start out with can be helpful and might push you into programming the game a bit better (because you need to think about "game state" sooner)

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But it doesn't really matter that much ultimately

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On the other hand, having any kind of UI makes it feel more "complete" which can help motivate you

unique trellis
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Not much atm but I can turn it into something bigger in the future

unique trellis
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Made this half assed menu for now. It's getting really late I should probably sleep for tonight and hopefully get more done.

hazy sky
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and expanded it as I saw fit and needed more space

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specifically needed it for movement testing, then added a firing range, some interactive stuff to implement the objective system, etc

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the dev room grown so much onto me it's like home

drowsy escarp
azure flume
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17k megascans anyone?

desert shard
pure jackal
merry lotus
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switched from quake bsp to goldsrc bsp so I could get colored lighting and better texture quality but now i have to make a tough decision since skies work differently

do i switch back to quake bsp and deal with no colored lights and a limited color palette, switch to a different kind of skybox, or code a workaround that would only work for Dead End

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there's also the evil option where i code my own level editor and compiler

wraith beacon
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The based option of modular levels.

merry lotus
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wdym

pure jackal
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have levels be made up of building blocks instead of bsps, I think?

merry lotus
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no I'd rather do bsp

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it would be easier to set up a custom level editor with modular levels though...

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maybe for another game

wraith beacon
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Yea it'd probably require rolling your own level editor or uhhhhhhhhh, if you really wanted to be deranged using Blender as the level editor for placing instances and shit.

pale raft
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I am placing blocks and shit cus I’m in fuckin blender

unique trellis
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I've been trying to wrap this texture on a cube for half an hour at this point. Anyone know how I can do that? Couldn't find any good tutorials on how to do it.

spare scarab
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in blender?

unique trellis
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Unity

spare scarab
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Like a default unity cube?

merry lotus
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you can't do it around a default unity cube

you have to import a cube with custom uvs that are mapped to that texture using blender, probuilder, or some other tool

spare scarab
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yea ^ this

unique trellis
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Oh I see

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Thanks

spare scarab
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if you're gonna be tryin to add assets with textures and all that jazz blender is so worth learning

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it'll be invaluable for so so many things

unique trellis
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Yeah I wasn't sure if I needed blender to do that

spare scarab
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if you intend to make a 3d game chances are either you're going to need blender or someone who knows blender lol
(other tools exist but it's just so nice and widespread in terms of public knowledge that it's hard not to recommend)

unique trellis
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Blender is also something I'm learning too

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I have only made 2 models but they're extremely amateur

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This was was a sawed off I modeled off of a reference

tranquil oracle
unique trellis
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My friend helped make the movement, they reused the movement code from another game they were working on and just added jumping to it. They added these red cubes which was awesome, the blender model is just a test so I can learn how to import them into unity.

manic raptor
unique trellis
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Probably a kick or being able to pick up and throw objects.

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or both

unique trellis
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Little peak at the player prototype model I'm working on (He doesn't have a name yet but you're free to call him whatever)

hazy sky
limber bramble
stiff thorn
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agreed, I'd say stick to goldsrc

pure jackal
hazy sky
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splat bonus

waxen plover
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the sudden urge to make a cave exploration game

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claustrophobia, my beloved

pure jackal
merry lotus
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before / after

unique trellis
pale raft
mild sable
unique trellis
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Am I doing this right?

unique trellis
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It sort of works??

limber bramble
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Nice

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Rigging is pretty cursed

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Satisfying to get good results tho

unique trellis
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Thanks

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It is a prototype so improvements can be done

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but it will do for now as a learning experince

limber bramble
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I feel that

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I've been doing some basic modeling and rigging lately and that's how I'm going about it

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Just letting it be what it is and learning tricks as I go

unique trellis
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It's nice actually learning something like blender

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it feels like I'm doing something big

limber bramble
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It's a pretty versatile and insanely powerful software tbh

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Good skillset to have

spare scarab
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blender is so, so good

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you can keep learning it forever and discover new shit all the time

unique trellis
hazy sky
# merry lotus

colored lighting is very underrated, most of the time people use plain white lights in indie games and ask why everything looks bland and flat

hazy sky
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seems like the check to see if you're crouching is immediately set to false or something and instantly uncrouches you

muted stirrup
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new pew pew

hazy sky
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@earnest lily do you use blender to animate your goons?

earnest lily
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whar

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what else?

hazy sky
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idk just asking

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rn blender's animation interface looks like a fucking mess

stiff thorn
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naaah it's very compact

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at least for me

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has just what I need and not too much else

blissful arch
pure jackal
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Dope sheet action editor

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But no way to change the timeline time-frame wuthout changing back to timeline view

hazy sky
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silent gun

merry lotus
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is there a way to check for leaks in bsp maps

because i've been looking for leaks but haven't found any

pure jackal
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Usually a leak will show up when compiling the map

unique trellis
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The leg

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Now I just have to make it a viewmodel and actually get it working as a kick function

hazy sky
pure jackal
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I mean it will make a bsp file but it won't be complete

merry lotus
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leaks as in leaks in the map geometry

if there's a hole in the geometry somewhere then faces in the map that aren't supposed to be visible are visible

pale raft
hazy sky
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you're doing what

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you don't do that vino

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you see, when you call something in process or physics process, it gets called every frame/every physics frame

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you're basically calling crouch every physics frame meaning it will uncrouch you and then crouch etc

pale raft
hazy sky
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use func _input

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also

pale raft
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where do i put func _input

hazy sky
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create a bool variable like var crouching : bool = false do you can keep track if the character is crouching or not and make checks

hazy sky
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it's above physics process

pale raft
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ok

hazy sky
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just move the if input action pressed thing into the func input

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and the sprinting as well

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AND, if you take my word, don't do an else check on that

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the logic here goes: if the crouch button is pressed, crouch. if not however, sprint instead

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you can just not call else

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and modify that to if

pale raft
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ok

hazy sky
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that way the two checks are independent

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AND, to make sure you can stand up, there is an Input.is_action_just_released function

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it gets called when you release the button

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you can revert the speed and height back to normal there

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so psuedo code

func _input():
if input.action_pressed("crouch"):
crouch stuff
if input.action_released("crouch"):
reverse crouch stuff

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I don't know if just_released or if it's released

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hope that helps

pale raft
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thanks

hazy sky
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worked?

pale raft
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im getting this

earnest lily
pure jackal
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Ooooh dom if you only knew what I was cooking up last year

earnest lily
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Sadge ❤️

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for a split second discord said "tomorrow at 00:00"

unique trellis
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Pixel filter

unique trellis
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So I have this shader material thing that gives a outline look to objects I put it on and it works perfectly

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Except that it scales based on the size of things making it look too big on larger objects. I'm currently trying to find a fix for this so it can be displayed at a fixed size.

merry lotus
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more before & after stuff

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right now i'm just using point lights for sunlight

tight light
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what mod is the custom style replacementa like the ones i've seen in Linguini's videos? (ultrakill)

spare scarab
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Level compilers like ericw's tools output a point file which, for example, trenchbroom can load and point where the leak is

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It will always know if theres a leak

merry lotus
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I fixed it

I didn't know about the point file thing so I just placed a bunch of giant cubes to narrow down where the leak was

but I still couldn't find it so I just rebuilt the room where it was happening

spare scarab
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Ah well now you know lol

merry lotus
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I still have much to learn about trenchbroom & ericw tools
thanks vriska

limber bramble
toxic hemlock
unique trellis
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I think so? I had to search up what inverted hull meant because I'm not familiar with any of this.

toxic hemlock
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basically is it making a larger, inside-out version of the object to use as the outline?

unique trellis
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Oh yeah it's doing that

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It's all in a shader graph

tight light
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what mod is the custom style replacementa like the ones i've seen in Linguini's videos? (ultrakill)

unique trellis
#

wrong chat

unique trellis
tight light
toxic hemlock
toxic hemlock
unique trellis
#

Should I send the graph so you can take a look at it?

tight light
toxic hemlock
unique trellis
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Unity

toxic hemlock
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oh ok im no help there then, been a hot minute since i last touched unity

unique trellis
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dang

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I appreciate the help tho

toxic hemlock
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i think the general theory should still apply tho, dont scale the hull by a factor just resize it by some amount of world-units

unique trellis
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Well I'm gonna post the graph here just incase if someone here knows a solution to this problem.

toxic hemlock
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maybe just try swapping that multiply node for an add node?\

unique trellis
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No luck

wraith beacon
hazy sky
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fell asleep

hazy sky
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when you're checking something, you need to indent the block like

if this_check == true:
do_stuff()
else:
pass

hazy sky
hazy sky
unique trellis
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Sorry I'm trying to wrap my head around these because I only followed a tutorial for the effect

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I have no clue how the Graph editor works

wraith beacon
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No idea why it was stuttering when I changed the fake light position but uhhhhhhhhhh.

stiff thorn
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@desert shard I just wanted to mention how impressively recognizeable your artstyle is, brutha. I was browsing the fan game section on itch.io and soon as I saw the chainsaw man game's cover, I could instantly tell it was yours

desert shard
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I should probably make another fangame at some point .....

stiff thorn
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Wish I had the time to make one

hazy sky
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General modding should collab

merry lotus
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new blood game jam...

hazy sky
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I'd make an arg for sure

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I'm aching so hard to make a genuinely creepy and unsettling arg horror game

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like not jumpscare horror, just the feel of horror and being uninvited

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and not the creepy pasta bullshit where xy thing bleeds hyperrealistically all of a sudden, you could entirely just miss the ARG part of the short mini game

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and now that I know a good chunk of development and I'm in the loop, it's very much a possibility now

merry lotus
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it just occurred to me

is it even legal to use the half life bsp version in a separate commercial game

hazy sky
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it may not be

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Xash3D also uses it but it's also not a commercial game

stiff thorn
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Let us make a god hand spiritual successor

hazy sky
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i kinda have the system in place

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need animations and an art style

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(i made it a 3D side scroller)

stiff thorn
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Eeeeh

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3D side scroller ain't for me

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One of the best parts about it's focus on positioning is that you have 3 dimensions of movement

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I was thinking more along the lines of similar gameplay with an improved, but similar style of camera, more crowd control moves (still ones you have to earn) and directional counters like in Oni

toxic hemlock
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ONI MENTIONED

stiff thorn
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Oni had really good ideas with the directional attacks

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Too bad it feels more clunky than the locked, over-the-shoulder God Hand, surprisingly

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Not to throw shade at Oni, but God Hand's many combos flowing into each other as well as them being (almost) always cancellable at any time just makes group fights so much more palatable and smooth

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But I do love the directional attacks Oni had. Imagine if you could use the same idea, but combine it with God Hand's counter system

vestal idol
#

BRO WHY IS EVERYONE HERE HOT

muted stirrup
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@wraith beacon about that l4 👀

limber bramble
hazy sky
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sure it can be frustrating but somehow you have the best agility intended for this

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if only the turn speed was a bit faster and you could strafe too

hazy sky
merry lotus
#

yeah but then you'd just skip the level

and it's more badass to drive through them...

hazy sky
#

metal fortified planks,,

pure jackal
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an iron gate

merry lotus
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you'd crash the car

unique trellis
#

Assuming you have an axe you could just say it's too dull to chop that wood specifically

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idk if that logic would work or not it's the only think to pop into my mind

stiff thorn
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Sorta how re4 remake made it work

hazy sky
hazy sky
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God hand is designed around enemies that fuck you over

stiff thorn
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I know

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That's why I said sorta

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Main reason behind God Hand's crowd difficulty is that all your easy to use, short wind up attacks only really work against one enemy

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And to use more AOE ones you gotta earn them

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I think that can still be done using a soft lock-on while doing away with tank controls

hazy sky
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hello

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can anyone tell me why the edge bevel weight is refusing to work again

merry lotus
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learning how framebuffers work so i can add something cool to dead end

hazy sky
#

okay but how do you use edge bevel weight

merry lotus
#

why not just bake a fake bevel effect into the texture using a shader

hazy sky
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because i want high poly bake

merry lotus
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oh is this not for the medal of honor thing

hazy sky
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but without fucking up the topology on the high poly

merry lotus
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oh i misunderstood

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idk sorry

hazy sky
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i usually bake in details from normal map

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so the lighting looks good and gives a good illusion of more details

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let me consult the shotgun model for this

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the entire shotgun is like 300 tris at best

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but due to the way i calculate the baked lighting, it looks like it has 10 times more

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man this came out so good,,,,

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wish the kar 98 came out so well too

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might do a revision on this

merry lotus
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getting somewhere

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depth is just a bit messed up rn

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there we go just had to change where opengl cleared the screen and depth buffer

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and now if i just change a couple shader values...

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post processing!

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now to add that thing i mentioned earlier

merry lotus
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horror movie filter :)

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aka film grain, vignette, & contrast

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got the idea from fallen aces's noir effect

pure jackal
hazy sky
#

good ol 33 coupe

hazy sky
merry lotus
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it's temporary

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and I'm not sure what to do for a design

hazy sky
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i wanted to do one where it's a bar filled with liquid, and animated too so you can see the bubbles sort of fizz in there

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not necessarily lifebar but animated lifebars always look good

hazy sky
#

@pure jackal which gun should i start animating, the Kar98, the shotgun, MP40 or the FG42

pure jackal
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Mp40

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||I want to try the fg42 >:]||

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though honestly all of them are really good picks to animate first

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in terms of easiest to get started, it'd probably be the shotgun

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not as many moving parts

hazy sky
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well yea

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still not sure if i should animate the shells being inserted one by one or have them reload all at once

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with how much attention i've put into the guns already, i think i should just do a sequential reload where it gets inserted one by one

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also i need to play with my rig

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as in find it first

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the person under this post is smelly

stiff thorn
#

btw guys ya'll know how to do paired anims in Godot?

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aw fuck

hazy sky
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paired anims?

hazy sky
#

rn

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or else i'll follow you home and ask you in person

stiff thorn
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no no please don't, I got enough people in my walls cursed

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I meant for example like a suplex

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do you just have both the enemy and the player play animations seperately, at the same time while you teleport them to starting positions?

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or is there merhaps a better way?

hazy sky
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hmmmmmmmmmmmmmmmmmm

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let me think

unique trellis
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My friend is gonna help me program a kick function. Hopefully I can get some coding experience out of it.

hazy sky
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well for starters, you'd need the grab animation and reaction animation on the respective sides

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and either use root motion or use attach points

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worst case scenario is using IK within godot if you need to

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with root motion, you could basically animate the entire thing in blender by having two rigs

unique trellis
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Well rn all I have is the model and animation I made for it in blender

hazy sky
#

oh i was replying to @stiff thorn

stiff thorn
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hmmm

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see I don't get that part with two rigs

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implies to me that I'd need a seperate export that has both rigs in it

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and then call it when I need paired animations?

unique trellis
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Oh mb

stiff thorn
#

which seems like an ass workflow at first glance

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also wdym when you mention attach points?

hazy sky
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in godot, you can retarget animations

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do you know what retargetting means?

stiff thorn
#

animations on different models that use the same skeleton?

hazy sky
#

good

stiff thorn
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I think

hazy sky
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in godot, you can create animation libraries

stiff thorn
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yeah

hazy sky
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in short, you export a rig from blender, and import into godot as a library

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you can create a separate library from the other rig

stiff thorn
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and retarget it's anims?

hazy sky
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yeah

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but you'd only export one rig at a time

stiff thorn
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oh

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that's kind of what I meant when I said playing them seperately

hazy sky
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yeah

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you could do that

stiff thorn
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aight I know that one, I just wondered if there are some better ways I wasn't aware of

hazy sky
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the rigs in street fighter for example don't merge for the duration of grabs

stiff thorn
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'cause I remember trying to mod skyrim and one of the anim files had two rigs in it

hazy sky
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yeah that is curious

stiff thorn
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yeah and I heard it's why most people couldn't mod paired anims

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'cause they had the skeleton for single anims

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but paired ones used two rigs in one file?

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still no idea how that works

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anyway, thanks, I guess I'll just go with the seperate method

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seems a decent enough option and I know how to do it

hazy sky
#

did you try asking in the godot servers

stiff thorn
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I'd rather not at this point

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there's like 4 questions of mine I sent a few weeks ago

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they've been laying there untouched ever since

merry lotus
hazy sky
#

normal maps my beloved

hazy sky
#

i think its cool now

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took like 3 hours to relight the baked lighting

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this time each separate part uses at LEAST three light sources, the body, barrel and stock uses 6 each

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maximize dramatic lighting

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think it was absolutely necessary tho

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specially since this is gonna be the world model as well

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can't have the gun be black on one side and shaded from the other

merry lotus
#

bigger or smaller noise?

hazy sky
#

definitely looks better, but will have to tweak the lights close to the camera

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oh fuck

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forgot to apply the bipod's texture

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was wondering why it felt so uncanny

merry lotus
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the contrast looks so good it's just so dark

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maybe instead of contrast i should do saturation

hazy sky
#

need a last polishing pass on this as well

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excuse me

limber bramble
limber bramble
feral ermine
#

Do people have any strong feelings on mixing resolutions in a game?
Been trying it to make text in the world more legible without making it overly large

merry lotus
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I think it's fine

limber bramble
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I think that's a pretty good solution to the problem

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doesn't really compromise much, if anything

feral ermine
#

Thanks!
I thought it was necessary for having interactive computers and such but wondered if I was committing some sorta crime in the process
it still dithers and such at the improved resolution, the sampling change can make edges a little jaggedy sometimes, but its a small flaw

hazy sky
#

time to start redoing the other assets too to bring them up to quality

earnest lily
feral ermine
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nice blockout!

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How were you planning to do the more final level geometry?
I've wound up using cubegrid a ton because it lets me tweak things in the editor

earnest lily
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I dont really know any other way and I won't need terrains for this either

feral ermine
earnest lily
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oh hm

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it looks interesting, so far most of my 3d modeling work has been traditional

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so yeah I guess the answer would be "lots of blender"

unique trellis
#

Thought of this silly idea and just wanted to share it with you all. I'm gonna be adding this later in development when I can.

hazy sky
hazy sky
#

dropkick,,

unique trellis
#

That's actually a good idea and way better design wise

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Thinking of like a leg attachment that just has a piston on side acting as a powerful kick

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Way better than just a reality defying piston at the bottom of the shoe

feral ermine
#

the New Vegas ballistic fist, duct taped to your shoe

unique trellis
#

I also thought of when you aim it at the floor you can boost yourself

unique trellis
#

Not final design but it will do for now

merry lotus
#

should i add a half-life styled flashlight to dead end

#

i know everyone says the half life 1 flashlight sucks buuuuttt

unique trellis
#

Well if it covers enough area then maybe

#

Because the vanilla HL1 flashlight was doggy doodoo because of it's size

limber bramble
#

you already got dynamic lighting up and running in your enigne?

limber bramble
merry lotus
#

should i?

limber bramble
#

as the resident lighting freak at New Blood I will always say yes to something like that

#

but realistically, only if it's a fun prospect or practical to your project imo

merry lotus
#

i might add it later for small effects like glow around projectiles or muzzle flashes

wraith beacon
hazy sky
#

if you could make the flashlights point grow or shrink depending on how far it is from you, I think it could work

#

it didn't make sense in half life that the flashlight always had this small pinpoint radius regardless of how far the light shone

blissful arch
#

im in the process of doing that atm

limber bramble
#

implement Forward+ rendering picardy

muted stirrup
#

Snipin' time

hazy sky
#

hell yea

#

what sniper is that

muted stirrup
limber bramble
# hazy sky what's forward+

Forward+ is an improvement of the forward rendering path, generally with better performance and support for many more lights. Instead of re-rendering a lit object multiple times for every light that affects it (as Unity does with pixel lights), or calculating contribution from all lights affecting an object, the screen is subdivided into a grid of small tiles, each one storing a list of lights.

For each tile, a frustum is constructed, and every light visible to the camera is intersection tested against that frustum. Lights that intersect are added to the tile's light list. Finally, in the fragment shader for lit objects, you determine which tile the fragment is in, and calculate light contribution from just those lights

#

I implemented that for Fallen Aces' dynamic point and spot lighting. We had a forward-esque approach before where there was a global list of visible lights that would be used to shade every fragment, but this got extremely expensive with even a small number of lights

#

Here's a debug view example from FA

#

the # on each tile = # of rendered lights for that portion of the screen

muted stirrup
#

(also in game, plan is to have the player character shoot with third finger so fire it faster, like the real action since its short and quick)

hazy sky
hazy sky
#

but kino shit so far

limber bramble
drowsy escarp
hazy sky
#

okay that's sexy

#

did you make the wood body from multiple pieces?

muted stirrup
#

yeah, theres a slight issue with teh stock being seperate

#

so theres a small part sticking out

#

didnt have the issue so much on say the the bren gun, since its easier to build that from seperate shapes

#

so i might redo the stock as one at some point

hazy sky
#

what do you use?

#

blender?

muted stirrup
#

3ds max

hazy sky
#

oh shit, my bad good luck with it

muted stirrup
#

lmao

hazy sky
#

(idk 3ds max)

muted stirrup
#

ive been meaning to transition to blender for a while, given im pretty sure it shouldnt be too different based on what ive seen

#

also given im not working with high poly / detail stuff anyways

hazy sky
#

oh man wait til you find out how many polygons my stuff have

muted stirrup
hazy sky
#

why do you think i asked

#

of course i wanna know

muted stirrup
#

well thats the complex collision in ue4 lol

#

id say thats accurate to how the mesh looks, forgot/couldnt be arsed to trim this part down lmao

hazy sky
#

that carryhandle has more tris than my entire FG42 💀

#

wait lemme check

muted stirrup
#

if it ships it ships heh_heh

torpid oak
hazy sky
#

i like clean topology,,,,,,,,,,,

muted stirrup
#

" Edge flow? Whats an Edge flow? heh_heh "

hazy sky
#

if there's no edge then there's no flow

torpid oak
#

don't mind the high poly parts, it was for a school assignment and we only needed to optimize the chassis

#

I also forgot to clean up some of the window parts

#

had a week to make it so some of it is a little rushed

hazy sky
#

now i crave yummy car

torpid oak
#

it's the matte color and lighting

#

lol

hazy sky
#

its called candy finish for some reason

#

not sure why

muted stirrup
unique trellis
#

Sorry to interrupt but I got my kick viewmodel working. Now I have to get it to work and yknow... Kick things...

torpid oak
#

I mean the paint is just matte black but the HDRI I used is VERY pink

hazy sky
#

full on heel hammer

torpid oak
#

it's still low so doesnt rly matter

hazy sky
muted stirrup
#

i dont im honestly just lazy icl

torpid oak
#

it looks cool I like it

muted stirrup
#

the cylinders could have the half the edges, specifically the barrel etc , the rest i dont think is that bad

muted stirrup
torpid oak
#

I just rigged my lil guy

muted stirrup
#

nice

torpid oak
torpid oak
#

the topology is pretty good tbh, it's not all quads but its still pretty solid except for the cylinders

#

also quads not needed if the shading isn't fucked on hard surface objects

hazy sky
#

my only advice for low poly is to not do high poly 💀

torpid oak
muted stirrup
#

aye, im not a game artist by trade, at uni i went down the design route, then switched to indie, and ive been doing that for years

#

tbh, ive not noticed mich performance hindrance

hazy sky
#

in blender, you can set how many edges should the cylinder have so i usually either go with 6, 8 or 12

hazy sky
muted stirrup
#

idk why ha

hazy sky
#

i usually do 8 or 12 and bake a 32 or 64 on it

torpid oak
#

in relation to what

muted stirrup
#

aye, im trying more mid 2000s, where theres like this wierd mix of low/high poly sorta stuff

torpid oak
#

why would you do bakes if you do a low poly artstyle think_uhm

muted stirrup
#

given the 2000s covers ps2 - ps3 console era

#

i remember in college i just abused the turbosmooth function

#

ive learned that looong ago to not do that 💀

torpid oak
#

I mean

#

I guess if thats the style youre going for I guess it depends on what you make

hazy sky
torpid oak
#

but if you make retro graphics using smooth shading should suffice

hazy sky
#

no because the shading sucks with few polygons

torpid oak
#

it can be good

hazy sky
#

i'm not gonna bother with support loops plus i already have the normal map

torpid oak
#

Personally I'd probably just make it part of the texture at that point but sure depends on what era or style you want. Im usually in PS1 ish territory for low poly

#

so for me it wouldnt make sense

hazy sky
#

shitty ass shading with 0 normal information and old texture on top, bottom is new texture, normal map

muted stirrup
#

is it wierd

hazy sky
#

AND baked lighting

muted stirrup
#

that i dont hate the top one

torpid oak
#

I like it

hazy sky
#

i don't either, that's not the point

#

it just looked out of date and stuck out next to my other guns sasdly

#

sasdly

muted stirrup
#

gotcha, conistency makes sense then

hazy sky
#

it uses a photo of the same shotgun, i unwrapped with that in mind so

#

model is the same tho

torpid oak
hazy sky
#

derek jupiter guitar

torpid oak
#

I had no idea what I was doing when I made this, it's pretty cursed behind the scenes but most of it is quads

muted stirrup
#

thats very clean, nice

torpid oak
#

but it's all made in mid poly so I didnt have super amazing shading done automatically for me

hazy sky
#

honestly if i had fucked up topo, i'd just use weighted normals to try and salvage it

hazy sky
torpid oak
#

I also wasnt super good at uv mapping back then so it's multiple 4k UDIMs for texture

stiff thorn
torpid oak
#

if I did it now I'd be able to do this at the same quality with way less texture space

#

probably keep textures at 2k also

muted stirrup
#

genuine question, you worked much in industry or just practiced alot @torpid oak ?

hazy sky
torpid oak
hazy sky
#

oh

stiff thorn
#

but holy shit does it help out a lot of the time

hazy sky
torpid oak
hazy sky
#

still pretty low poly considering how high poly it looks

#

i hate it but i learned to embrace that failure

torpid oak
#

looks awesome

muted stirrup
torpid oak
#

I havent done any guns yet... Honestly I haven't done much of anything yet most of it has been portfolio pieces and also assignments

#

I really wanna make a military sentry mech thing with spider legs using sub-d workflow

muted stirrup
#

that be neat catsup

hazy sky
#

mod i made for 7 days to die

muted stirrup
#

nice work

hazy sky
#

actually the mosin was meant for that too

#

made a shittier salvaged version of it too

muted stirrup
#

lol looks cool

hazy sky
#

and a small deal thompson

muted stirrup
#

how long you been doing moding/dev for btw?

hazy sky
#

for some reason i never bothered to re render the better materials AND the different attachments

#

i only really started taking it more seriously in the past recent years

torpid oak
#

is this low poly enough

hazy sky
#

otherwise i've been at this for like what, since 2013

hazy sky
#

use less

torpid oak
hazy sky
#

less is more

hazy sky
muted stirrup
#

ahhh, if i count college years id say since like 2017/16, but seriously/indie since like 2020 for me 👍

#

so i guess 4 years in terms of releasing shiz etc

torpid oak
#

havent done much yet honestly but I've been learning blender since 2021 or something

#

but I kinda went all in 2022 and forward

muted stirrup
#

aye, inexperience is only temporary as they say

hazy sky
#

an artist is only as good as his tools are, and his tools are only as good as the artist can utilize them

#

or however that goes

#

i completely butchered it

torpid oak
#

yeah, defo been unlocking my potential exponentially as I have gotten more acustomed to blender and learning many tricks

muted stirrup
#

i guess theres some truth for the most part youll only use like 20 percent of the software tool wise, but knowing how to use the other 80 or so can elevate/unlock so much refinement

torpid oak
#

learning good practises for workflow efficiency and industry practises and also taking the time to customize binds helps so much

feral ermine
#

Starting to model more props and feel like it's making my awfully blocky geometry stick out like a sore thumb
Might have to switch to blendering more of the structural stuff to see if it gets any better

torpid oak
#

did a basic ass hotkey to subdivide with mouse5 and dissolve with mouse4 on the extra keys on my mouse and holy shit its so useful

torpid oak
muted stirrup
#

i only worked in industry briefly but im being honest, you often learn alot when you start releasing shiz (at least going the indie dev route since you gotta often make it from ground up) for an artist im guessing the paths a little different, specially if you going more industry/freelance route

#

often wish i did a bit of modding back before i started now tbh

#

then again my scripting is....not great lol (far from it in fact 😅 )

hazy sky
pure jackal
hazy sky
#

shade auto smooth so good,,,,,,,,,

hazy sky
feral ermine
# torpid oak you can probably go a long way just using smooth shading on some areas

Thanks, I'll look into it for the existing stuff
I've been abusing blockout tools and looping textures for it rather than modelling and texturing externally, since my friend who does the texturework has been ill
It's probably doing a lot more heavy lifting than it should be already, surprisingly robust once I found how to avoid it breaking looping textures and quadrupling vertices needlessly
I'm normally okay with individual surfaces sticking out, I think it's the difference in detail thats getting me most, and I cant really get any finer with blockout tools
The whole level was made at the same time as most of the mechanics and visuals took shape, when it's done and I start on the next one hopefully I can plan everything out in advance

hazy sky
#

its very crude tho you don't want it

#

topo all fucked up and shit

#

this was the model that made me take it more serious

feral ermine
#

that looks rad!

pure jackal
hazy sky
#

wait why is it not using the ridged barrel

#

am i stupdi

muted stirrup
#

lmao

hazy sky
#

stupdi

muted stirrup
hazy sky
#

i have default barrel, short barrel, short ridged barrel, pistol handguard, the optic and the drum

muted stirrup
#

still need to swap out some sounds

hazy sky
#

with the addition of the top or side bolt

feral ermine
muted stirrup
#

the last part is relatable lol

#

doing things outside what you specialise in

feral ermine
#

it was such fun making all the technical stuff like 3d cursor interaction and messing with the AI and doors
And then I realise I have to properly model those valves, doors and the whole building theyre inside of

muted stirrup
#

looking gud tho 👍

feral ermine
#

thanks!

#

and likewise!
Hope the sound stuff goes alright
I'm chock full of placeholders right now too

hazy sky
#

I'm the other way around, I'm a 3d artist first and foremost and do my own coding

feral ermine
#

nice, and thanks!

hazy sky
#

coincidentally my 3d work is lacking while the coding is going strong and I hate it

feral ermine
#

your stuff in here looks pretty great, for what it's worth

hazy sky
#

yea but I mean my game

#

I have 0 levels done

stiff thorn
#

I struggle with level design myself

hazy sky
#

I have VAGUE style guides and that's it

#

i dont tho, im just split betwen having to do everything and running out of ideas by the time i get there

stiff thorn
#

ah, I see XD

#

I just can't come up with a layout for the life of me

hazy sky
#

it'll be fine tho, I'm focusing gameplay first and then levels

hazy sky
stiff thorn
#

like I know my level is the interior of a spaceship, I can imagine how a room looks like (lighting included), but I have no idea for the rest of it

hazy sky
#

some can be quite handy

stiff thorn
#

like no other ideas outside that one room and concept come out

stiff thorn
#

it's why I wanted to do a beat 'em up at first, 'cause I knew level design was gonna be a struggle

#

yet here I am, making an fps XD

feral ermine
# hazy sky I have 0 levels done

getting our only current level made has been a bloodbath, partially because the mechanics and everything else were still being worked out as it was made
I've seen it through almost to the end now, but I can't wait to design a level knowing the needs and tools available from the start instead of trying to shoehorn features into existing map

#

I miss when I was just coding

hazy sky
#

you can generate villages, cities, houses

stiff thorn
#

hmm

#

obviously it won't fit, but perhaps it would work as a starting point...

#

yknow what? good idea, I'll try it out, thanks

unique trellis
#

Used a parent to bones approach for the model and it works wonders.

#

It's tedious to set up but I don't have to deal with deformation and weight painting

limber bramble
#

Yeah, can't be any more cursed than weight painting

stiff thorn
#

dear god :((

#

please no

#

where's the AI tool to do perfect weight-painting?

#

if only we had one :/

unique trellis
#

The model itself is made out of seperate parts. I tried rigging it with weight paint and it just caused a lot of issues.

hazy sky
stiff thorn
#

True, but we could get there if AI efforts were focused on shit like this

#

Not on trying to straight up make full 3D models

drowsy rose
#

There exists a tool called auto rig pro that can smart create rigs and has auto weight painting

#

How good it is im not too sure im just in a blockout phase right now but it works well and the rig control is v nice

#

But the auto weight painting is probably at least a good starting point anyhow

#

Just be wary of using bone stretching if you plan on bringing them over to like unreal engine or something

stiff thorn
#

that tool is awesome actually

#

I tried blender's automatic weight-painting and it performed horribly on fps arms

#

so I gave it to auto-rig pro's voxellized skinning engine and it straight up made 90% perfect weights

#

same thing happened when I tried it with a full body

#

might be recency bias, but so far it's one of the best starting points you could ask for

steel orbit
#

Hoyl shit wrong chat mb, meant to send that art in the art chat

muted stirrup
#

polycounts better on this one lol

#

since the cylinders and tubes only have needed amount of segments/loops

spare needle
#

why is there no gloomwood modding

merry lotus
#

because it's not done yet

#

and there's no official mod support

spare needle
#

fair enough

weary flicker
#

does making a map in hammer++ count as mod making? cuteblush

#

not mod making but making smth

#

a map

toxic hemlock
#

yes

#

bitches post doom maps here all the time so post ur source shit sis

#

love me some brushwork

unique trellis
#

Brushwork always got my back

toxic hemlock
#

'ate sectors
'ate static meshes
'ate tiles
luv me convex solids
simple as

spare scarab
#

Sectors go hard tbh

#

Aint no quicker way to make a set of rooms

unique trellis
#

Made this lil hud icon that I will possibly use for health. I edited in the outline in paint.net.

merry lotus
#

was messing around with post processing and thought this would be a cool color palette for a future level

unique trellis
#

Here's a pizza box I made. I plan for the pizza inside to change based on the order you're currently delivering. If any of you want to add any custom pizzas then just dm me the toppings you want on it and I'll make sure to keep it all on a list.

limber bramble
#

Hell yeah

manic raptor
#

I need for someone to teach me unity cause I cannot understand the internet

unique trellis
#

Checking the pizza box. This mechanic is primarily just used to check the temperature of the pizza which is gonna be extremely important for a good grade.

#

Those red squiggles are one of the few icons used to portray the temp. Those squiggles are the default temperature which is hot.

unique trellis
#

Here are all the other icons

#

I'm also gonna be working on a test map on what I want the maps to look like so I'll make sure to post updates on that

oblique topaz
#

NEW DOOM(zandronum, GZDoom) MOD TC TRAILER

⦑ ☣BIOHAZARD TRAILER☣ ⦒

Nillium - The grave of mankind, my dear friend... welcome to the hell...

https://youtu.be/K99YNnn2v1M

hazy sky
#

what

pure jackal
manic raptor
#

downloading unity what should i need to know?

oblique topaz
pure jackal
#

The text

oblique topaz
hazy sky
#

if you want people to not read your shit then you're on a good path

oblique topaz
hazy sky
#

if this is aggressive to you then I have real fucking bad news for you

tidal fulcrum
#

calm down pls and ty. no need to fight u silly geese

azure flume
#

not waves of fire

#

heat goes up!

blissful arch
#

artist illustration of microwaves

forest harbor
#

bazinga

proud stump
#

wefds

feral ermine
#

Hey, does anyone have any recommendations or good reference material for low-fidelity level geometry?
Trying to touch up some of my test level and pin down the visuals

#

I think I'm mostly getting rather caught up on how blocky rooms can feel, but is sticking some trim all along where walls meet the ceiling a proper solution?

pure jackal
#

Honestly anything on the NDS would be decent reference if you're looking for squeezing as much as you can out of low poly limits

feral ermine
#

thanks! I'll take a look

toxic hemlock
hazy sky
#

another thing you could try and add are decals to surfaces

#

you could apply smooth shading as well where applicable like the arches undersides

#

plus if you want a bit more detail you could always add in more via geometry. try indenting things into the wall like the doorways or arches or whatever they are, or push the walls out a little

#

sometimes the reason something feels blocky is likely because it's literally blocky

hazy sky
#

you could extrude this part out a little so it feels less uniform as a shape

#

or you could add something on the walls like cables running or pipes

feral ermine
# hazy sky make light attenuation a bit smaller so the lights are less concentrated around ...

Thanks!
I'll try fiddling with lighting, low visibility has helped in some places to cover up simple geometry
I've got a few decals like that wall grime I've started using, friend who does the texture work is ill so I've been making do for now
As far as smooth shading goes, I've been making the geometry in the engine with a blockout tool, which was very handy for actually making stuff with looping textures at a consistent scale whilst having everything else right next to it for reference, but has had limitations like a lack of smooth shading, in future I definitely want to make more reusable parts in blender instead that we can texture
I'll try to break up the surfaces more, spots like that space above are a problem of those alcoves and such being attached to a rather tall room
I wanted to barrel vault it or something similar, but the lack of smooth shading made the large curve stick out badly
I'll try to break up the wall surfaces more and add some more decor, I've made some modular pipes but should probably make some extra stuff like vents

#

The moral of the story is probably to not make a level entirely out of a blockout tool, but it became very handy since my blendering was so rusty when I started working on this

hazy sky
# hazy sky

in these PSX examples, you can see that there's always variety in the geometry, it's never just flat geometry with textures and in some cases the baked in vertex lights carried the entire thing

#

or in the case of MGS they literally baked the lights INTO the textures

#

every single room, there's so many unique textures bruh

#

but yeah if the wall doesn't slope or tilt in a direction, there's a good chance something is placed along the wall to give depth

#

or posters as well

feral ermine
#

oh yeah, my friend who was doing texturework being ill has led to a lot of the looping texture reuse
As far as lights go I wanted to try some different things but having the lighting setup to alternate between normal and emergency made things a lot fiddlier

hazy sky
#

the lights look really good though

feral ermine
#

thanks!

#

thanks again for all the advice
I'll try to make a lot more decor to break up surfaces, and give them some placeholder textures

hazy sky
#

also, if you want good PSX inspired style guides, look up games that pushed consoles like the PSX itself to it's limits

#

watch some long plays of it, skip around and take nodes or screenshot portions out for reference and do a sort of research about how a scene is structured and try to understand why they did it like that

#

this is a process that I really enjoy doing and I always take my time with it

#

not in just this example but be it level design, gameplay element anything

#

half the shit in my game feel so good to use is because medal of honor has these super satisfying guns and to mimic the behavior and satisfying feel, I played through the game with a different glasses and started piecing together the puzzle about what made it so good

feral ermine
hazy sky
#

i suggest quantizing the textures and applying a smaller resolution than applying quantization on everything textures involved and then the screen effect as well

#

but I don't remember how quantization worked on PSX

#

I don't think it had a full screen quantization effect with dithering going on

#

it's definitely something that could be looked into but then again it's also dependent on your art style

feral ermine
#

I'd been messing around with the quantisation changing based on values, and also some slightly heretical stuff with not downsampling for specific things to "focus" on objects or to make text small but still legible
If it weren't for that I would try something simpler

wraith beacon
wraith beacon
feral ermine
#

looks really nice!

wraith beacon
hazy sky
wraith beacon
waxen plover
spare scarab
#

ey that's pretty damn good

hazy sky
hazy sky
#

(its fascinating)

unique trellis
#

Honestly this looks a lot better. Thanks for the feedback.

drowsy rose
#

should I move to unity

#

I use unreal and im more familiar with c++ but what are the potential advantages of moving over

unique trellis
#

I'd say try it out for a bit and see how you like it

#

Make a little test project

#

Is this good enough for a small open map? It's 500x500 atm.

I want to make sure that it's big enough for a quick semi-open map.

merry lotus
unique trellis
#

Wait this is done in a custom engine?

merry lotus
#

yeah

unique trellis
#

That's fucking awesome

#

Does it have a name?

merry lotus
#

the engine or the game

unique trellis
#

The engine and also the game because I'd like the check that out too

merry lotus
#

the game is called Dead End and the engine doesn't have a name so i just refer to it as the "Dead End Engine"

unique trellis
#

I see. Do you plan to make it open at some point?

merry lotus
#

maybe i'm not sure yet

but i'll try my best to make it easily moddable

unique trellis
#

Level grading concept.

When you beat a level I plan for the grading to be based off of a 5 star review system. The review you get is split into 2 factors with 2.5 stars being for time and the other 2.5 stars being for pizza quality (Temperature of pizza). The overall rating is just all the ratings from the other levels you beat.

manic raptor
#

Bruv how's the game ur making is it coming out nicely

unique trellis
#

Me or Plazmin?

azure flume
#

Make shit and see what sticks

spare scarab
earnest lily
#

Where do I put tutorials?

tranquil oracle
#

dead center, 2x scale, all confidence

merry lotus
#

teleport the player to a tutorial room whenever a tutorial is triggered

#

(I'd recommend putting it on the bottom or top center)

earnest lily
merry lotus
#

you can just put it a little above the elements at the bottom

#

like around here

hazy sky
earnest lily
hazy sky
#

wait what

#

where else did you discuss this

#

i was thinking like the driver 1's tutorial

#

but on the left side

earnest lily
hazy sky
#

what about scratch card

#

that would be funny since these thugs would 100% use scratch lottery

earnest lily
#

you are insinuating they'd be intelligent enough to

#

( there is a more appropriate local gambling meme for this )

hazy sky
waxen plover
#

a somewhat good hand model i made

uncut agate
#

Castles, anybody?

pure jackal
#

Mind the Gap.
Though, it's more like an abyss...

feral ermine
#

looks really nice!

feral ermine
#

experimenting with mixing hand painted dithering into looping surface textures to try and squeeze a little extra life out of using blockout tools to make geometry in place of blending and texturing surfaces properly

#

ie; using a separate looping texture for tops and bottoms of walls, but still being able to generate them in the editor

#

mip issue slightly messed up the last image, another comparison to try and prove they are making some difference and I'm not losing it

hazy sky
#

what's up man

hazy sky
hazy sorrel
#

what is it

hazy sky
#

it says your ad here

hazy sorrel
#

dont bother me with this blood 2 map

hazy sky
#

I wonder if it'll crash into a baby this time as well

uncut agate
pure jackal
stiff thorn
#

oh damn, getting commissions already?

uncut agate
# stiff thorn oh damn, getting commissions already?

sadly ive gotten none so far, dont really know how to advertise my services
right now ive got a twitter account up posting some of my works
but it only gets a few views and thats it
ive also tried discord servers but nothing from that either

unique trellis
#

Getting someone to voice the protagonist (Spoiler: It isn't Gianni)

uncut agate
#

i feel like a mixture of these two designs would work well
like several bricks only showing

waxen plover
uncut agate
waxen plover
#

yeah

#

i gotta retopo

uncut agate
#

have the symmetry set to y
that'll make the faces the same on both sides

waxen plover
#

well

#

I'll just remodel it

uncut agate
#

yeah, i usually make a high quality model then retopo it with better geometry and what not

#

but it looks good so far!

waxen plover
#

ty

feral ermine
#

looks nice!

feral ermine
#

made some more modular decor to break up flat surfaces
more texture variety too for gradients, effectively working from a trimsheet now

hazy sky
#

wrong channel sorry

craggy minnow
uncut agate
#

i am cooking

unique trellis
#

I'm amateur at mapping so feedback on what I can improve would be nice

slender knoll
#

yoooooo

#

this brings back memories

#

I should just fucking pick up mapping again instead of always talking of the "old days" or whatever other excuse I have

#

I mostly did small maps for cs and some single player levels

unique trellis
#

If you are then I recommend the dimbeak tutorials. Learned a lot from him and he makes them really entertaining.

slender knoll
#

was this done in jack?

#

or are you using the older vhe

unique trellis
#

Jackhammer

slender knoll
#

👍

unique trellis
#

Well to be specific the free version of it

slender knoll
#

wait jack costs money?

unique trellis
#

Yeah on steam

slender knoll
#

interesting

unique trellis
#

The steam version just has more qol and stuff tho from what I heard

slender knoll
#

then again 15 eurodollars aint shit

unique trellis
#

https://youtu.be/sjX96WdY9iE?si=T-LfkoEFsam_GXeZ This video pretty much showcases all the tools you need

In this video, we show how to download and set up the tools necessary for mapping for Half-Life 1 in Jackhammer.

Jackhammer:
https://www.moddb.com/games/half-life/downloads/jackhammer-111064-windows

SoloKiller's HLMV 2.0: (better than Jed's Model Viewer)
https://github.com/Solokiller/HL_Tools/wiki/Half-Life-Model-Viewer

Jed's Model Viewer:
ht...

▶ Play video
slender knoll
#

lmfao it even has achievements

unique trellis
slender knoll
unique trellis
#

Honestly that's really funny and cool

slender knoll
#

also I wonder if the carve tool finally works right almost 20 years later kekw

#

or whatever it was that u used a brush to carve out another brush

unique trellis
#

Clip tool?

slender knoll
#

wasnt clip just the one u used to cut a brush in two?

unique trellis
#

yeah

slender knoll
#

point is Jack is literally just vhe

#

and back in the day vhe had a tool that let you use a brush to carve out another brush and it was always fucky and you never wanted to use it

#

so in the end you just used the clip tool because it didnt cause errors when compiling

unique trellis
#

I've never seen the carve tool when I used jack

slender knoll
#

lol maybe it just flat out doesnt exist anymore then

unique trellis
#

yeah maybe lol

slender knoll
#

I cant even member if it was called carve

slender knoll
#

it always caused problems so it was better to just cut it by hand

unique trellis
#

Looking into it more and the carve tool might've been a source thing.

slender knoll
#

hmm

#

I didnt really do source mapping

unique trellis
#

I couldn't find much on it so it could just be a tool that was so hated that jack removed it

slender knoll
#

no idea

unique trellis
#

I never used the base vhe so I don't know much on it

slender knoll
#

I tried jack a few years back and it's just vhe lol

#

with shit added in between

#

vhe used to be called worldcraft before valve acquired it

unique trellis
#

I am using Jack with some 3rd party tools so it could be a lot more different from what you experienced

slender knoll
#

does the interface change much tho?

unique trellis
#

Not sure but you can take a look at this if you notice anything different

slender knoll
#

the icons are a bit different but the basic layout is still the same windows default

#

I could probably barely remember how to make a hinged door but I could probably build you a shitty house out of brushes lmao

#

and make it airtight so its not fullbright

unique trellis
#

That reminds me of my first deathmatch map I made and publish on gamebanana

#

It was just a small thing that I could mess around with but I learned a lot through it

#

I remember learning how to make doors, ladders and health chargers

slender knoll
#

yooo gamebanana

#

havent heard that name in years

#

or how about planet half-life kekw

unique trellis
#

Never heard of it

slender knoll
#

still exists wtf

unique trellis
#

Well not in the best shape though

slender knoll
#

yeah it doesnt look right

#

copyright at the bottom says 96-11

#

gamespy's been dead for ages tho

#

back in the day every game that was something had a planet site

unique trellis
#

I wish brush mapping was still a way of making maps in modern game engines

slender knoll
#

agreed

unique trellis
#

It's really beginner friendly imo

slender knoll
#

brushes have so much soul in them

#

I will forever respect someone who built whatever object out of brushes and made it look good over an imported model