Tuesday, August 16, 2011

Med. Lab and screen shots from Recreation Room

I am having major problems with my Internet Connection at the moment, because of it, less updates.



I am currently working on the Med. Lab level, it is one of the smaller levels in the game. There's a catch though. Like most of the level design in the old days....they were...open and less linear, but items to pick up and solve easy puzzles.




A lighting test inside the Cryostasis chamber by using Glowing Textures, compile times
are lightning fast, 11 seconds to be exact and 75% of the level is done.
My old record was 30 seconds, that was the Alternate School in the Silent Hill campaign for L4D1.







Now some in game screens from the Recreation Room level
There will be a video of this on youtube....soon.



Saturday, August 13, 2011

Another Texture Map Post


If there are any confusion about this texture map technique, read this.




On the left we have Hammer Editor, on the right Photoshop. The principle is the same here even when i create these textures for the Special Infected, but you would seen a window from Maya Instead.

That texture is 1024x1024

Select a face.
Adjust the texture so it points in the right direction.
Select the adjusted texture and Alt + Right click on all faces that are required.
Select all the faces.
Check "Treat as one" and then press"Fit".
If all the faces aren't aligned, you've done it wrong.




On this picture you can see the red lines from the world brush, that gives me a idea of the scale. You can also see the purple square which indicates the "light" entity above.



When i look at the pylons and the texture map, things are scaled / aligned properly and that means i can continue whit this.


The red highlighted area shows you two brush faces, the texture map gives me also an idea where they are and you can see where i have begun texturing.



 
Before               and               After





Textures and texture maps.

I am currently on map four (second half of map two) and creating new textures for the floors.
There are four different floor textures for one so far, also a texture map.



The intersection texture (texture nr 2)

A corridor texture (texture nr 3)

If you look closely at the stair, something doesn't belong there. That is part of the texture map.


A quick demonstration how a texture map might look, on the middle left are the stairs.



How it looks when it is finished. There are times when a texture map is a much better technique for details so show up instead of breaking it into 4-5 different 512x512 textures.












You created an Arch in Hammer (basically a half circle for a tunnel ceiling) , when you apply a texture (at the FRONT faces of the arch not the ceiling), you have to align (rotate and such) EVERY face so they look right, with a texture map though that you made, select all faces and "Treat as one" and "Fit"= No headaches. This might feel it takes a "longer" time, no it don't.

I use this technique all the time especially for buildings (front and sides) that are from a real place to keep the authenticity of the building itself.
That way saves amount of brushes = less func_detailed brushes = less brush entity's if you are creating a big town that is detailed.


Keep in mind.
Four square world brushes in a group of a func_detail will still be counted as Four brush entity's, and  L4D2 is more sensitive when you reach the entity limits.




Friday, August 12, 2011

Ingame screens.

Giving you 1080p screens of the three Special Infected from the campaign that are done so far.



Chargers up close.
The back of it.






The Tank from afar.
From the back
HE'S ANGRY!
....is this a ghost?
Stay still.





You....

...creep me out.
Don't ask...
If it wasn't for the bright area on his head, i would have a 
hard time to spot him.














Sunday, August 7, 2011

The Special Infected went Alien on their asses.

When i re-skinned the Special Infected for the Silent Hill: Otherside of Life campaign, i thought that was difficult in a way.
Once i started to re-skin the Jockey and the Charger, i realized that it was much more difficult and time consuming then before, but it is fun once you see the results.



This was the teaser for the Charger

This is the Old skin.

The New skin, much better.







Did you figure this one out? The back of the Jockey looked like an Alien face.

I don't blame you if you couldn't figure it out, how could you know?









Saturday, August 6, 2011

Guess what this is.

What the hell is this?






Write a comment if you know.

Friday, August 5, 2011

A strange arm, Video and problems.

I have strange problems when it comes to a model i wanted to use, that particular model crashes L4D2 once it goes from a static prop to animation / rag doll and so on. Weird, to bad i can't use it yet.



An arm, from what? This is a teaser, if you didn't figured that out.







I forgot to include this "old" video of me screwing around with color correction.





If you found the previous Video incredible entertaining to watch, this one is better. I'm not sarcastic, this one is better.

Thursday, August 4, 2011

Campaign Poster and more.

I was wondering how the campaign poster would look like for the Alien Trilogy campaign.
I realized that later it wasn't that hard since i had the damn game in front of me. All i did was copying the cover of the PSX version i have and...

I take NO credit for the background image (the alien face) since i found it on Google...and the logos since those are from ...Ok Ok Ok! The font also, geez, happy now? I pieced it together though!