1Week Developer Team
Developer & Publisher with 17 members, open to all membersDevelopment team behind the 1Week mod. Primarily composed of Facepunch members, all of our content is community contributed, as opposed to having a "Core...
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Development team behind the 1Week mod. Primarily composed of Facepunch members, all of our content is community contributed, as opposed to having a "Core...
We're a decentralized team of a few developers, currently working on Ivan's Secrets, a CryEngine 3 powered title, formerly a HL2 Mod.
Welcome to the "CryENGINE 3 Developers" group . The CryENGINE 3 Developers group is all about creating levels, mod, Total modifications, addon's, machinima...
We're the guys developing the Ivan's Secrets mod for HL2. We're decentralised, with members from Europe, the USA and Australia. We're pretty chill guys...
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bad mod pls delete!!!
i agree delete iavan's secrets more like gayvan's dickrets!!!! loL i Am SO FunNY
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ya lets bee friends
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ivans gay ******* LOL delete the mod its gaye
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ur super gay lmao delete ur gay mod ivans gayness
Seen the latest news post for Ivan's Secrets, I have a spare M14 model if you need it.
Its on this profile in my images.
We've already got an m14 D:
Ah fair enough
Hi Jlea, a few weeks back Shirk pm-ed me saying you were interested in vaulting. I started a decent write-up but never got round to doing diagrams which were somewhat essential.
Anyhow, I lost my old code and it was crap anyway...
Basically considering the majority of the world is static - the best way to go about it is using nav meshes: one for a vert face, one for horizontal face, one for a face border. A vertical face would allow wallrun, kick-off etc, and a border on a vertical face would allow you to vault. This is similar to the approach BRINK took: Brinkthegame.com (see UNDER THE HOOD: HOW SMART WORKS)
As for dynamic geometry - props etc, I recommend the Valve left4Dead zombie approach as documented: Valvesoftware.com page 31.
I'd go for nav mesh over hull traces because of high run-time cost of collision queries and the ability to utilise it for locomotion path planning if you want the full brink smart style.
Happy modding,
Ben.
Actually, Considering more complex brush work and static meshes (and the effort involved in navmesh-ing them and the fact Valve uses Axis aligned quads for navmesh) - and the fact the valve method would be implemented regardless - the Valve hull trace method would be the way to go.