Tag Archives: MapCore

Started Texturing

Started texturing

  •  2 custom textures. Based from republic commando, brought into photoshop
  • Had some issues with the sun… light env
  • Spent too much time trying to debug it
  • I wanted non “full bright” to get a better screenshot with the new textures….
    • Eh, prob not worth the time at this stage

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Grey Box Stage

I did some work on the “grey box” stage. Blocked out some important areas, then worked on getting the game into a minimum playable state. Side note, for your reference… making 90% of a map in hammer circular is a pain when working on grid. I do not recommend. Maybe pick some major grid points and make most of it a model in maya or something.

Some other notes I took when I was working on this part during Christmas break.

  • Having the pressing deadline of the week between xmas and new year, i found myself looking at stuff in the editor and going, “uhh, eem.” a lot. And just staring at an object / layout until I found the best way to build it. Or even approach to build it. A more detailed drawing would have probably eliminated that “meandering phase”
  • For example, my drawing had “place VIP seat box” here, and “make it look like movie” but it didn’t really say more than that… so i spent a lot of time re watching that scene and kinda building it from the movie. Maybe I would have been able to grey box it faster if this was one of the sections that was zoomed in on during  the expanded level bible, with a more detailed layout drawing of this sub sectionz.

Here are some screen shots:

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Link – MapCore: Source Lighting Technical Analysis: Part Two

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I finally got a chance to read Part Two of leplubodeslapin‘s Source Lighting Technical Analysis series over on MapCore. This one focused more on model lighting in your maps for Source Engine. Might be worth the quick read if you are interested. The article isn’t that long.

MapCore: Source Lighting Technical Analysis: Part Two

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Link – MapCore: Source Lighting Technical Analysis: Part One

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This is a pretty sweet article about the lighting in the source engine written by leplubodeslapin over on MapCore. I totally learned a bit more about lighting in the engine and lightmaps in general. The animated graphics in the article definitely helped. While it got a bit “mathy”, I’d say it was worth the read and a definite recommend. Check it out if you think the Source Engine or game engine lighting in general is interesting.

MapCore: Source Lighting Technical Analysis: Part One

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