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Custom Stories option - Printable Version

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RE: Custom Stories option - CorinthianMerchant - 03-07-2012

Model static objects using penumbra textures (will require A LOT of time and effort) or using primitives (Much easier, but it will be nearly impossible to recreate The Bunker, The Chemical Laboratory or The Lead Mines).


RE: Custom Stories option - tonewww - 03-22-2012

The process of making the maps is really time consuming, (Trust Me, I Know)
if any of you guys have seen my video on a map i made which is quite simple would probably go, thats easy
well thats a BIG NO, the issue is texture stretching you need to make maps basicly with blocks (think minecraft.)
but its not that simple, you see the game needs to have the script changed to load the map itself, (which is a really annoying process) then getting lighting for the map is especially a HUGE pain (3ds max user here!) so unless you are really dedicated and have hours of time on your hands, i wouldnt do a map in penumbra, its just a process that takes too long and in general may not be as fun for most, (you basicly need to borrow code from the various levels of the game to even get certain things like ambient lighting and enemys working)



RE: Custom Stories option - lizard lips - 03-23-2012

Is there a possible way to fix this or no.


RE: Custom Stories option - Tanshaydar - 03-23-2012

Yes, using HPL2 instead.


RE: Custom Stories option - CorinthianMerchant - 03-23-2012

(03-23-2012, 05:58 AM)Tanshaydar Wrote: Yes, using HPL2 instead.

Tanshaydar, how did you make static objects from penumbra textures?


RE: Custom Stories option - Mehis - 03-24-2012

(03-23-2012, 07:09 PM)CorinthianMerchant Wrote: Tanshaydar, how did you make static objects from penumbra textures?
I think he just made faces with the textures. Like creating floors and such.


RE: Custom Stories option - yoshis2ndcousin - 06-14-2012

(02-13-2012, 12:23 AM)Tanshaydar Wrote: Umm, that doesn't sound logical at all.
They created HPL2, which is better than HPL1 (the engine used in making of Penumbra series) in many ways, and they started to create HPL3 a few months ago.

Why in the world they would go back to HPL1 to make a level editor, which would require massive amount of work on both editor and base engine, while HPL2 has proven itself with many mods and custom stories, and they are working on something much better as HPL3?

Another question is that, why would anyone chose Penumbra to play mods or map packs instead of Amnesia?
I can also see where you come from, but i'm saying that penumbra was far less of a scary game, and add-on stories would be a good hold-over if someone hasn't quite gotten the grasp of Amnesia's far superior horror.