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Steam News1 April 20188y ago

NMRiH2: Dev Blog — Team Update: Spring Push

SufF3R here, with a Spring update from the NMRiH2 teram. As we're continuing to ramp up for the year, we'd excited to share with you an update from our dev team and the progress we've made in the past few months.

Full notes

Full No More Room in Hell update

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What changed

0 fixes0 additions1 change0 removals
  • Maps
changedMaxx, sharing some interior shots and development with the Brooklyn Heights map. Steam post image Steam post image Steam post image

No More Room in Hell changes

  • Officemap
changedMaxx, sharing some interior shots and development with the Brooklyn Heights map. Steam post image Steam post image Steam post image

SufF3R here, with a Spring update from the NMRiH2 teram. As we're continuing to ramp up for the year, we'd excited to share with you an update from our dev team and the progress we've made in the past few months. Below we have a few updates, screenshots, animations, and a few tracks to share. Please keep in mind, that what we're sharing is again, a work-in-progress, so there's much more refining and smoothing-out that will happen. Starting us off, we have MZK sharing his progress of the animated Sako 58. Steam post image

Hey! I'm Parker, one of the animators for No More Room in Hell 2, and I have some animations I wanted to show off. I mainly wanted to show the "unload" and "single cartridge insert" animations, with the Sako 85 being a great example of taking from. Hopefully, these unload animations will immerse the player more than the original system in the Source game, which had no animations whatsoever. That certainly confused me the first time I found the key and found the slide of my handgun instantly locked back, but hopefully, this animation system should make things clearer in the sequel! I'll see you all soon, with more to show off by then!

Maxx, sharing some interior shots and development with the Brooklyn Heights map. Steam post image Steam post image Steam post image

Maxx here with an update on various art things, in particular, my work on Brooklyn Heights. Last time I did a progress update on here I was working a set of apartment interiors. This time around I'll be showing a couple of shots of a new office building interior Work in Progress. The lighting here is only for testing purposes and is on low settings. I have been continuing the work of building the pieces necessary to complete these new interiors. The goal as always is to build a space in an efficient manner where I can get the most out of each part I make. In the case of a building like this, I can model things like wall panels, ceiling overhead light boxes, decorative doorways, etc. and reuse them with each subsequent addition to the interior. This cuts down on the manual work I need to do which frees up time used for creating new assets and dressing an area. When an area is "dressed" with props and decals, it's often done in passes. A pass usually starts with the large pieces like props used for cover, or large pieces of furniture, and it works it's way down toward small decorative things like a calculator on a desk, a cutting board on a kitchen counter, a calendar on the wall, etc. I can, however, take the props we have and put together ready-made pieces like a desk with a computer, some papers, a telephone, and I can simply drag and drop it wherever I’d like. Often I take an area, and I'll start to define a couple of rooms with more props to "sell" what the intention is. At a later date, I loop back around to some of these areas and continue that motif with all the new props, textures and decals that I have made to support it. This all starts with me finding some interesting examples of interiors and design styles on Google or in books, and then I see where my creative instincts take me. It’s one of the best parts of being an environment artist!

Dman with a

Source

Steam News / 1 April 2018

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