Hazard Course Remake (AVAILABLE NOW!)

Well for instance, the sprint pipe would benefit from normal mapping, but if weren’t vertex-lit then it would look absolutely terrible.

Even so, I reverted the pipes to being brush-based, since I felt that making them out of brushes brings the best balance of detail and lighting control. Brush lightmapping is far easier to handle than model lighting. I kept the pipe frame as a model though, since it doesn’t really need overly detailed lighting.

EDIT:

As an afterthought, it kind of makes sense that vertex-lighting is fundamentally incompatible with normal mapping. Normal mapping requires a light vector to function, which you can’t get from vertex-lighting because light is calculated as a scalar quantity for each vertex on the model.

Logic, logic, blah blah.

Have we mentioned that we’re in dire need of an animator? You get paid [in 'thank you’s and 'great job!'s]!

I’d be happy to work for you. I’ll deliver my work in "i’m sorry"s and "next time"s!

wat

Bur, you forgot the "maybe tomorrow"s

all part of the plan

You’re hired! When can you start?

Noes, my job position! D:

I can start in two weeks. At least, I think I can, I’ll let you know if I don’t forget.

It’s okay, we can fire Dky. He hasn’t given us a single “Maybe tomorrow,” and it’s becoming a real problem.

You guys must be bored out of your freaking mind. Is the Hazard Course done yet?!

1 day! May the Course be with you!
Actually no, no we’ve still got a while. Back in December I actually thought we’d have been done by now. 8 months, holy carp we’re slow.
Like I mentioned a few posts ago, anyone that knows an animator should point them our way. I don’t know about you guys, but a motionless Gina doesn’t sound very fun to me.

I can maybe animate for you guys…It’ll take long though, mostly because of school :stuck_out_tongue: .

slow work is better than no work :slight_smile:

I just realized this project is going on for 8 months now, and the team exists of 5 active mappers and the maps are not even done yet.I know development takes time, but if 1 man can remake 1 chapter all by himself in 4 months, why does this needs to take so long?
I know its a community project, but fuck does it really have to be in Valve style?

available time/skills whatever are different, you can’t compare one project to another

Theres nothing wrong with their skills, only thing would be time.
As far as I know, the are working with revisions.Everyone makes a revision of each training room, they discuss it in a meeting and it’ll come in the game.
What is bothering me (since the beginning), is that they use the revision workflow.

Actually we’ve been planning with the team and with our testers before doing anything too major.
But it is mostly how much time we put into it. We don’t work 24/7, just when we feel like it.

Yeah, we’re not TextFAMGUY, with his ability to operate at full capacity without sleep and his five arms for extra development speed.
In addition, we have school and work and stuff like he does. Plus other extracurriculars.

And there’s nothing wrong with revision workflow. It helps get things hammered out and tested thoroughly before/while we make it more detailed.
Orangemapping: I don’t use it nearly as much as I should, but damn if it isn’t useful.

EDIT: And we also no longer make multiple different/conflicting revisions of the same map/area like we did in the beginning; We’ve (read: DKY) developed a proprietary checkout system to ensure nobody’s working on the same file at the same time as someone else. Like a library, but more egregious.

You can do decent human movement?

That’s right, you heard it here first, folks, we’ve got proprietary stuffs, we could practically be Google.

:3 I almost feel bad that no one at all is gonna come close to getting that.

I really want to be done with this. Not that it’s boring or anything, but shit, 8+ months for ~15 minutes of nostalgia and eyecandy. Sheesh.

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