Archive for the 'SDK-Project' Category
New Downloads section!

After re-uploading a HD version of my Baxayaun’s Room video, some people (just a few) asked me about the re-launch of this map. Actually, I’m not really excited about re-viving (nope, that doesn’t work…) this map, but I found a way to re-cycle (neither that one…) some of the stuff I made for this map. Now that mappers can use that wonderful tool called Propper, I started converting some old brush work into polished and shiny “Propper” models. Take a look on the new download section and grab any of the models available just for you. The list will grow up in the upcoming weeks. If you see something in this video that you may like for your level, just ask for it and I will “Propper” it for you. ;)

SDK-Project getting closer!

I’m not brave enough to announce a release date yet, but things are moving forward. That as much as I can say right now!

I’ve been working on the main menu lately. I’m putting so much effort on it that feels more complex and intrincated than some of my previous works. I’m replacing some old brush work using models instead. Propper is helping so much for this task. The result is a better optimization, shorter compilation times and an overall improvement of the menu’s quality. I haven’t recorded a new video yet, but hey! We can always take a look back the old awesome stuff:

Plus, I finally got a Flattr account! If you don’t know what Flattr is, then you should click over any of the three Flattr references in this very sentence. I don’t expect getting rich with this new service, but every single click will definitely be a good motivation to keep working on SDK-Project and any of my Valve Hammer Editor experiments. Being modder is not going to be so hard from now on! : D

More updates soon! Promised!

PacMan: Missions update!

I guess there is not much to say, but you may have some questions. Questions? Yes? No? Anyone? :D

SDK-Project Update – Main Menu

Well, it has been a long time since the last update, but as I always say: this mod is not dead, it is just being painfully slow developed. My job takes away much time and motivation to continue with this project, but whenever I have some spare time, I try do some progress on the mod. This stuff is like a year old, but I thought it would be great to share  it with you and prove again that SDK-Project is, not only alive, but also in progress. Enjoy and leave feedback!

Thanks to Harry64 for giving me the idea of creating a brand new custom menu for the mod!

Propper – It’s about time!

Today, a friend of mine referred me to an awesome tool that will change my life as a modder for Source radically. This is a tool that I have been expecting from Valve for years, and never happened to be released. As seen in Valve’s Developer Wiki:

Propper is an edited version of vbsp that outputs a model instead of a bsp.

Many mappers need to make props for their maps, but don’t want to learn a separate modeling program. This tool allows them to make models in Hammer in a one-step process. It’s also useful to modelers who work with mappers. No other method of .vmf export keeps texture mapping intact, or auto-generates a physics mesh.

  • Can create static props or physics props
  • Generates a .qc file and automatically compiles the prop for use in your game.
  • Generates a working physics mesh.
  • Automatic material conversion–Turns map textures into valid model textures.
  • Distinguishes between real textures and “tool” textures.
  • Respects Hammer smoothing groups or autosmooth.
  • Configure your prop from within Hammer.
  • I cannot wait to test it out! This feels like a SDK-Project milestone to me! Did you know about this tool? If that’s not the case, take a look on the video of how models are done in Hammer. I’m still amazed!

    More information about Propper: Valve Developer Community

    Web updates

    If you have been around lately and your curiosity have driven you to some of the sections in the left sidebar, then you probably know that most of the sections are already finished (YAAAI!). Now I’m messing around with some headers for the website, because the old one didn’t have any sense anymore. As the time passes by, I realize that the design for this website is not the most appealing visually… but it’s already too late to regret. I just miss a good, white and clean blog rather than this “Steam-ish” design.

    If you have any good idea, let me know. Sooner I finish with the website, faster I can put my hands on my projects again. (YES, it’s your fault! -_-u)

    Twitter

    I have never been a huge fan of Twitter, until I got addicted to Facebook which also integrates a “status-updater” feature, giving me the chance to express my feelings, concerns, WTFucks and worries about this decadent world. However, thanks to the magic of Twitter, now you can follow my daily routine, proving that not only I’m alive but also I’m not that interesting as many of you (MUST) think. ^^’

    Just move your eyes slightly about 15º to the left and you will see a new section on the sidebar called TWITTER. Have fun with it, you perverts!

    (I seeeeeee you) 

     

    PS: Sorry, but I couldn’t get rid of all the annoying SPAM in the ShoutBox. If you want to say something, just follow me on Twitter or comment in the latest post. THANKS!

    Back on duty

    After a while, I’m back with some things that I want to remark:

    1.) I have renewed this site for 2 more years. “This is stupid” – you may say – “when you barely update this site once every two months”… and you are damn right, that’s why I want to reorient this site focusing more in my career and porfolio and less on my mod. Since I’m working in the industry, I really would like to express my opinions and concerns about many things that happen within it often (Like my opinion about “killerspiele”, retro-gaming, Valve’s upcoming games and such…). If I just focus on my mod, all of this is pointless.

    2.) I took one week of vacation just to work on SDK-Project. No shit. 5 days of my annual 21 days just to continue working on my projects, starting from TODAY. So, be ready for updates (This time, for real).

    3.) The game I’m working on here in Germany will be soon announced, and I’m really looking forward to that moment. You will love it. ;)

    4.) I have recently published a Left 4 Dead survival map called “Locked in Hell”. I’ll write a post fully dedicated to it. However, you can download its 1.0 Version HERE.

    SDK-Project Status

    Probably most of you are wondering what the hell is going on with this mod.

    First, and as a usual statement: NO, THIS MOD IS NOT DEAD.

    Second , I want to apologize to all of you for not showing any media more often, but most of the changes are gameplay related, so you will not notice the difference.

    Third, I haven’t updated my YouTube Channel since 6 months already. Of course I could show something, but I’m keeping the whole surprise for the right moment, and I promise: it’s worth!

    This last Christmas I couldn’t go back to Spain, and so, I spent like 2 weeks working non-stop with SDK-Project, porting BlockStorm to Orange Box, creating an easy and accesible menu (Of course, in Hammer) and fixing Ouija’s gameplay. I must say that porting my old mods to Orange Box has been a pain in the ass, due to many changes in the SDK since the last time I updated them. 

    So… what’s the status?

    BlockStorm: Finished.

    Foozball Fever: Gameplay finished. Minor changes.

    Pacman Missions: Gameplay finished.It needs more levels.

    Xen Invaders: Gameplay needs to be polished.

    My first goal will be to include those mods in SDK-Project’s first release, which somehow I expect that to be possible before Summer 2009. After the release, I will update SDK-Project with new mods as soon as I finish them. Of course, SDK-Project will be released with all the source files that you may need to modify / experiment / investigate / improve the games included.

    By the way, THANKS to all of you for your support, patience and forgiveness! You are the reason why I don’t give up. ;)

    I wasn’t dead…

    Quite a long time, isn’t? I’m so sorry guys… I should take care of you. In fact, there are not so many people who really cares about my stuff, but the ones who remains here, deserves a mention. Thanks for worryning too much about me and my projects and also for your great support.

    So, I owe you an explanation. It’s quite simple: I was taking some time to enjoy playing games. Since I started working at Pyro Studios, except for Portal and Ep2, I didn’t play any game until last month. It’s so ironic to have a job making games and have no time to play any. That’s why I took those “holydays”. And dudes, it was worth… GTAIV, Mario Kart Wii, Gears of War, Castlevania: Dawn of Sorrow, Halo 3, Resident Evil 4, Boom Blox… and this week Smash Brawl! I cannot wait for it. I’ve also bought some old consoles and some others not so old. It’s time to let you know than I’m a collector! (Just PSP and PS3 to complete my collection of modern consoles ^^).

    What does it means? SDK-project still alive… in fact, and please, take this seriously… SDK-PROJECT WILL NEVER DIE. Ok? OK? Clear? Hehehe.

    I have also some doubts about my job. I have a great offer in Germany and it looks way better than my job here in Spain, but I don’t want to quit now that things are starting to work. I’m very loyal to what/who I like and, honestly, I don’t want to be like a whore following the biggest wallet, but I have to decide ASAP. Choices, future… I hate being an adult. ¬¬’

    Hope to have something to show or tell you in the following days.