Developer Journal: Defrag
I've been working on several things for FF in the last week or two. Firstly, I've been attempting to inject some life into the push cap point. Beefy suggested a cool idea which I'm now using; the cap point is like a huge loading bay blocked off with trucks and other stuff, and the area behind the cap point is a large, vertically imposing building which houses the bay doors. Obviously this is a lot more work compared to having a TFC-styled closed-off warehouse, but it's going to look impressive when finished, so it's worth it. I've also rejigged the lighting and changed the sky, so although I actually really liked the old overcast and dull look (it helps set the mood of a bleak industrial complex) I've now overhauled it. It's now nice and sunny with a blue ambient hue reminiscent of de_prodigy. I've also completely changed the fog values, too.
For those interested in the lighting aspect of source, in addition to the lighting tutorial by 3D Mike, you may also find the following Valve wiki link of use. In short, I realised that I seem to spend forever trying to come up with moody atmospheres and interesting lighting, but sometimes some good ol' sunny day action is the order of the day, especially with summer upon us. I've been reading Dave Johnston's blog on and off for ages now, and it's easily digestible and interesting read. I usually always find something interesting to take from his posts. I just thought I'd post the URL in case any other level designers like reading everything they can get their grubby little grid-snapped hands on.
Once the cap point is finished, I'll be revisting the 3D Skybox. At the moment the surrounding area is one of the generic hilly scenes that are so common in Source maps, but although it looks alright, it's hardly the best I can do. I want to build up a surrounding industrial landscape with more interesting features.
In addition to the mapping, I've been working on various other things. I've been keeping the FF wiki up to date, keeping track of tasks and also documenting the hint system. It's tough to remain focused on any one task when there always seems to be so many tasks to do. Such is life, I guess! Mirv has been working on the hint system lately, so it's really good to have him back. Mulch has been his usual kickass self, so no surprises there. We've also picked up a few new very capable coders, a new mapper and a modeler/animator. We'll be unveiling these guys with the new media release. The job listings page on the site is now out of date, so please don't treat it as gospel. As ever, we will look at any and every email we receive, though.
MEDIA RELEASE SOOOOOOOOOOOOOOOOOOOON (as in the next day or two). It's long overdue, and I can only apologise for the delay. Rest assured, we have plenty to show you guys, though.
For those interested in the lighting aspect of source, in addition to the lighting tutorial by 3D Mike, you may also find the following Valve wiki link of use. In short, I realised that I seem to spend forever trying to come up with moody atmospheres and interesting lighting, but sometimes some good ol' sunny day action is the order of the day, especially with summer upon us. I've been reading Dave Johnston's blog on and off for ages now, and it's easily digestible and interesting read. I usually always find something interesting to take from his posts. I just thought I'd post the URL in case any other level designers like reading everything they can get their grubby little grid-snapped hands on.
Once the cap point is finished, I'll be revisting the 3D Skybox. At the moment the surrounding area is one of the generic hilly scenes that are so common in Source maps, but although it looks alright, it's hardly the best I can do. I want to build up a surrounding industrial landscape with more interesting features.
In addition to the mapping, I've been working on various other things. I've been keeping the FF wiki up to date, keeping track of tasks and also documenting the hint system. It's tough to remain focused on any one task when there always seems to be so many tasks to do. Such is life, I guess! Mirv has been working on the hint system lately, so it's really good to have him back. Mulch has been his usual kickass self, so no surprises there. We've also picked up a few new very capable coders, a new mapper and a modeler/animator. We'll be unveiling these guys with the new media release. The job listings page on the site is now out of date, so please don't treat it as gospel. As ever, we will look at any and every email we receive, though.
MEDIA RELEASE SOOOOOOOOOOOOOOOOOOOON (as in the next day or two). It's long overdue, and I can only apologise for the delay. Rest assured, we have plenty to show you guys, though.