Saturday, June 30, 2018

Welcome to Mytrak - TWZ v0.75

Hi folks! Finally got this one done. It's the section that connects to the second map. I wanted to create a factory-like building and there it is! The final details has been added... Welcome to Mytrak or what is left of it :) I created another batch of custom corpses, but this time focusing on the riot zombie model. They look like soldiers when I removed that glass protection thingy on the helmet which looks pretty nice! I hope you enjoyed this one. I like it!

I have been worked on this section for quite a while ago and now I added the final details. What I'm actually working on is an additional smaller section. It looks like a secret underground passage... with very narrow dark corridors. People with claustrophobia or other anxiety conditions shouldn't go in there :P

Sunday, May 13, 2018

TWZ is too big!? Solution & Decisions

Hello world! I overdid it again... I have been working on two seperated map files which I wanted to connect them together after completion because my old pc was incredible slow! The problem I'm facing now after this fusion is that the map is incredible big and very unstable. I manage to compile it, but couldn't generate cubemaps which adds reflections to the world! I have been trying various optimizations, but it seems that source engine can't handle it at all!

The walk from start of the map to the end takes very long which is pretty awesome and the FPS count is good, but if you noclip out of the map it will crash immediatly. It is already a miracle that I can walk in such a big detailed map! I haven't even added any gameplay elements yet and it behaves already like a bomb that is gonna explode in any minute...that's not good, lol. The map is double as wide as HotZ! I show you some comparison from the top viewpoint of the level editor:

My solution is to make two maps instead of one. YES! Freaking two maps! Even more work for me yay!...but it's the most reasonable solution imo because:
- Reducing the game length to a reasonable size for a smooth experience. // It would take 2 hours or more for ONE SESSION which is crazy and tiresome for one map!
- More room for improvements and new contents. // Who don't love more contents!
- Each map has 2 escape routes! // 1 escape route would be too boring :P
- More events.

The BIG downsides are:
- Redesigning my game design for two maps // The current stories/objectives for the two escape routes was designed for one map!
- Requires more WORK! :(

So, for now I'm focusing on completing one map first and after it is released and fully polished I will continue to work on my second map! Wish me luck!

Saturday, April 21, 2018

Custom Dead Bodies from unused Contagion content

Hi all! I have already rigged some stuff before, but it was a quick and dirty solution without any knowledge of why and how. Now that I have learned it from ground up I started to rig those unused models and did some dead poses! Some poses suggestions from Patriot and Reborn are in there too. The hardest one was the zombie with the busted head, but it is also my favourite one :) Here is my batch of dead bodies, enjoy:

Sunday, April 1, 2018

Lens Dirt effect improvements

Hello everybody! I hope ya all enjoy the long weekend! Thanks to Prear's Lens Dirt addon I now know how to modify this Lens Dirt effect. The problem with this effect is that it will be partial visible when you look on bright objects or shine your flashlight on bright colors and if you shine it on a white wall you will get pretty much blinded by this effect. So instead of removing it completely I prefer to modify it to a reasonable amount because it does looks nice at some scenery and here is the result:


Saturday, March 10, 2018

Abandoned House - Inside - TWZ v0.72 & Adding more details

Good day lads! My last sneak peek was about an abandoned house, but how does it looks inside? Is it dark there? Yes it's dark, but not totally dark! Imo letting an area completely dark is just a lazy level design. I love to play a lot with the lighting effects to make the scene more interesting and realistic. I totally forgot to add details inside the house when I started to optimize, but now it's finally complete:

Saturday, February 17, 2018

Optimization in Level Design - Halfway done!

Hi folks! It's been a while and a Happy New Chinese Year! Well, I finished the main parts of the level before 2018 lol, yes!!!... and there is still sooo much to do! I made the last section that will connect my two seperated maps into one! I will reveal that part at the final stage and some other secret stuff to create a small hype since I won't create any more content.

What I'm currently focusing is optimization and it's already halfway done :) The map has very long open roads which renders a lot of stuff!
It's a time consuming process, but it's worth it since the map is so big with very long roads and wide areas... so every FPS counts!
Here is an example of a bad FPS spot: (Stuff gets rendered behind the buildings)

Sunday, September 17, 2017

Status Report - What I have been doing lately

Hi survivors! It's been a while I know... So I will give you a short summary what happened in the last month. I manage to build my pc with the parts I brought from Amazon and it worked without any issues! I brought a new monitor and will be using 2 monitors when I mod! This will speed up my workflow a bit. I also can edit and convert videos much faster than ever before so I may continue to upload some new videos in the future.

I haven't done much with TWZ yet since I started to work fulltime. I can only do so much in the weekend while trying to get a good rest from all the work. Some of you might notice the new stuff that I have posted on my art section in Steam. I'm working on a mod that change all the survivors to their zombie counterparts. I wanted to learn how to rig and it doesn't require a lot of time like TWZ. It is just a small side project and I find the idea hilarious so I did it.

BTW, I stopped my project for Brain Bread 2. It requires too much time which I don't have atm... I really want to complete TWZ before this year ends and I hope I manage to pull this off! Wish me luck! Thanks for reading :)

Saturday, July 8, 2017

Lack of freetime & solutions.

I haven't posted anything latetly since I was gone for a while and having some real life stuff going on that consumes most of my freetime now for example my new fulltime job that I got :S To balance this a bit out I planned to buy a new PC for a faster workflow.

The current problem I'm facing is the price increasement for some PC components like graphic cards and rams... Most of the graphic cards are gone due to the new mining hype. (If you don't know what I'm taking about just google "mining bitcoin") The best graphic cards are too expensive for me now so I need to find some alternatives :( I might as well build my own PC to save some bucks.

So most of my current freetime is doing research about each components and finding the best one that I can afford. Well, it's time to say goodbye to my potato PC :)

Friday, May 19, 2017

Rising Danger v0.15 - Hallway II

Hello folks! I have continued my work on Rising Danger and designed another hallway that leads to the office and living quarters. I decided to make this hallway a bit more modern, but BB2 lack on sci-fi textures so I needed to improvise.

I have been playing with a lot of metal textures and light textures. Most of the light textures needed illum mask so I created my own mask. Illum mask is just an alpha mask in the light texture which shows the engine which part of the light texture glows and how strong the glow should be. In this picture below I have completed the brushwork for the hallway:

This looks very good, but too clean and empty... for a ZOMBIE game heh! So I needed to breath life into this empty hallway.
The first problem is that players don't have anything to cover themselves in a gunfight so I created an e-field wall and it looks pretty cool!
The rest went pretty fast and the final result is this:

Sunday, April 23, 2017

Outside VIII - Abandoned House - TWZ v0.70 & Grass

Hello! This time I'm working on a street with some random houses! This street will have a collapsed tunnel that is connected to the area with the hospital which you can only reach through the underground area! I have been tweaking the light_environment entity alot to get the best result.

The only problem I have is the grass :( I have been using the color correction feature to get fresh green color for the grass, but I think there is a better way which is modifying the grass texture itself and make it darker so you can still see it with post processing off and the level won't look too green.

Well, for now I have completed this house with garden and everything. This interesting setup on the pic looks like someone wanted to break in or escape from above:

Friday, April 14, 2017

Rising Danger v0.10 - Hallway

Hi folks! Sry, for the lack of updates! I have been very busy due to some RL stuff and I also have reorganized all the official Contagion Servers last week.
This time I have to continue my work on the BB2 map. I have finalized the main hallway and it looks pretty good.

As always I like to use a lot of dead bodies and blood to make it more believable.
It took me a while to think how I can fill this empty hallway, but I finally completed this section: