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About Dan22

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    Level Design
  1. Looks pretty cool! I'll check it out.
  2. Thank you very much ThoughT I like your work aswell man
  3. Hey guys its been since july 2013 since I last applied to join you guys and I feel I have made some progress, one being learning how to make 3d models to aid me in my levels. I've lately been using unreal engine 4 for my developing needs as I worked on a game for around a year called phobia http://steamcommunity.com/sharedfiles/filedetails/?id=256799045. I am applying for the role of level designer and General 3d Modeller and I have been using source sdk for level designing since early 2012 and I have been doing 3D modelling since early 2014 Level Designing Portfolio Section: Most Recent: http://i.imgur.com/WGr0iln.jpg http://i.gyazo.com/71cd12bed25052c212465dd49501b194.jpg (All models and most textures made by me) Souce level designing: http://images.akamai.steamusercontent.com/ugc/921264315797779253/922E826043C2E853F96C6E55107B2FFFC08BD099/ http://images.akamai.steamusercontent.com/ugc/920146659437171368/EDF721902D1D52F9814CB295E27984CB417477E2/ Video of nmrih map: http://images.akamai.steamusercontent.com/ugc/3299187118953615951/C2C6DB53A617DD6CBDDD85227DE5E7A937F40369/ I have extensive knowledge in optimisation when it comes to the source engine as I have worked on a massive project called City 17 which has been in developement since 2012 and has reached 60,000+ subscribers on steam workshop! Link to City 17 Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=150899249 3D Modelling Portfolio: Older to most Recent http://i.gyazo.com/6d4e4941e1856ee6cb21cd0a8c32c704.png http://i.gyazo.com/d5f26d54f56ce46123d99868d2aaafa0.png http://i.gyazo.com/27a4a3b78ed84186924ae905906e70f4.png http://gyazo.com/53ba530df65721faf7aff4693169a2bf.png http://i.gyazo.com/897272f983ba6474429067b6227bc168.jpg Evidence Of Source Modelling (Completed on 14/06/2015): http://i.gyazo.com/ed203e41c2940a3f150c58b6a0145733.png http://i.gyazo.com/79edf136e08678b105600424118c72f4.png http://i.gyazo.com/1206ab30e18b67d8ad18ef56b39ccfeb.png http://i.gyazo.com/68d9e833dcd5cfbc7a6c5d53494ce1dd.png Watch me port my model to source live with the Twitch VOD: http://www.twitch.tv/dan22hd/b/668972473 Portfolio Website (Slightly Outdated): http://dan22.co.uk/ MISC: Thank you for reading my application and I would very much enjoy working with you guys. Software I own and have knowledge of using: Substance painter, Substance designer, Maya LT, Zbrush, 3DS Max, Photoshop, Gimp, Mudbox, xNormal and Blender. Contact Information: Skype: danny-chilvers Steam Profile: http://steamcommunity.com/profiles/76561198055240106/ Email: dannychilvers@hotmail.co.uk Location: Britain, South-West, Surrey MonroeVille Mall Mapper Profile: http://www.zombiegaming.org/dan22.htm NMRIH Forum Profile: http://www.nomoreroominhell.com/forums/index.php?showuser=9137 -Dan22
  4. Hello guys, I started using Maya back from october and i've been modelling for UE4 however I would like to get my models into the source engine. I was just wondering if anyone using maya and has a workflow of getting the models into source and sharing it with me. I currently use Maya lt 2015 and I remember trying before however smd plugins do not function with this version. I'm open to using blender as a method to bringing my models into source but I do not quite get it. If anyone knows how add me on steam so we can discuss, would very much appreciate it because I cannot figure it out. http://steamcommunity.com/profiles/76561198055240106/ Thanks. UPDATE: Was helped
  5. Yes, some may have seen my video showcasing the National Guards as they appear to be working, it works with props, triggers and sound to make it seem like this npc works. It has a hitbox which if you fire at will cause the national guard to fall and die, New Updated version with full gun effects and proper death and I think I added blood, cannot remember but. Here is an example video: (Old Video) As I have not been active on No More Room In Hell I decided to release this never seen before in the hands of the public as many have requested a tutorial, Instead I shall provide the direct VMF so you can just place it into you maps. http://i.gyazo.com/ebd5d7edd6db893ff1750dfd51ff3195.png Notes: By downloading and utilising in your map, please in the credits of you map just give a little notice to me or this topic so others can also be aware of this. You May have to edit some parts of this to suit your map however if you run into any problems reply back on this topic or add me at: http://steamcommunity.com/profiles/76561198055240106/ Download: https://www.dropbox.com/s/hr5g4ljpj77uxt8/nmo_national_guard.rar
  6. You Need To Make a Texture for the loading image, name it the name of the map ect. Go Check out the tutorial it will explain better than I can I can't remember the full details
  7. I Should have explained the video more, my mistake, but If You Look in the description of the video you can try my map called "City17" It was made by me and Kill22pro, the map took 1 year for us to complete and is essentially a large city combining hl2 maps and our own parts for example the sewers, nexus, more enter able shops and buildings with new streets and the nova trainstation that you wouldn't be able to explore before. The map to put it short is like a hl2 sandbox which is designed for RolePlay, we just hit 12,000 subs and you can check out the workshop below to see reviews. The reason why most of the video is city 17 because I am very proud of the map and has been the most dominant map I have been working on for the past year . Yes it may seem weird when watching the video but if you play the map on Gmod You will Understand. More Information of the city 17 map can be found: http://www.youtube.com/playlist?list=CLrjntCEIp3os Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=150899249 The video also contains nmrih developement, some scrapped but some still in the making. Hope this explains everything, sorry for not explaining first
  8. +Bump, New Portfolio Type Video Showing some of my work over this year:
  9. By the way even if you don't upload the vmf for us to help you by the time you release the map publicly all dem noobs get out dere shiny vmex and decompile away! But to answer this question: I believe it is every 15 Minutes, Atleast that is for my hammer, however you can change the auto save time in the hammer options.
  10. I had this before and the way to fix it is to do the following: nav_mark_walkable Then, nav_generate_incremental More Information on nav mesh commands: https://developer.valvesoftware.com/wiki/Navigation_Mesh_Commands Similar Topic Issue: http://forums.steampowered.com/forums/showthread.php?t=2132566 I Forwarded the issue to some of the NMRIH Devs so hopefully it will be fixed soon.
  11. Bad......Bad things will happen. AKA The map wont run well as the pillars are un optimised.
  12. Use player clips or skyboxes around windows or doorways to stop players going outside the building. Other then that without images, or vmf we cant exactly help you. before you make the 3d skybox make a new saved version of the map and remove all the trees and destroy the displacement and compile. If it compiles then 3d skybox is mostly your only choice . If t doesnt compile then give me or one of the developers to take a look, we are trust worthy people and your vmf will be safe . Other than that you are kind of alone on this one.
  13. For a first map it looks good, however you need to consider your lighting, vary the lighting based on the atmosphere you want to convey. Also think about using different textures as they seem bland and over used. You also have a marble floor texture on the ceiling. And think about scale as the ceiling in my opinion is too high and the hallway too wide. The Ideas you have are interesting and I believe the game play will feel refreshing and new I hope you take my opinions to make the map better but I think overall it is very good for a first map! Well Done!
  14. Make the outside of the building in a 3d skybox (if not playable area) and use the 3d skybox trees, it will have a similar effect.
  15. What I can think of is use less materials that emit detail props and use materials that do not have detail props. But If its only a small displacement then it could be something else, try destroying the displacement and running the map and see if it works. Try Pin Pointing the Problem.