Ah, ok, that makes sense. Stock Q3/D3 patches are pretty much just the curved bits, and not really well suited for terrain work... though they can do the job in a pinch.
WIP in WIP, post your level screenshots!
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Splines are needed too.
I love the CoH world editor where you can use splines to have fences and sandbags line up perfectly with the terrain.
They can also be used with overlays...
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Is someone from Valve reading this?

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You have to wonder what on earth they ponce about with with Hammer to NOT have any of this included with it.
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I've always had trouble with displacements... Maybe I'll try to get over that with my next little project.
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Quote from dux
You have to wonder what on earth they ponce about with with Hammer to NOT have any of this included with it.
Probably because Source is just Goldsrc with a few third party API's bolted on? I've yet to see anything in the SDK that stands out as "revolutionary" in Source. Seems most of the cool stuff is either something bought and bolted on or they've just employed someone who had a good idea.
Maybe if/when they break away from the old Goldsrc BSP based mapping system and go with a really new engine they'll be forced to re-write their development tools rather than just bolt stuff on.
I must admit, for a commercially available engine Valve's Source SDK toolset sucks. I know if I was shopping around for an engine I'd want a great toolset and Valve's would make me run a mile.
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Yeah they're initially nice when you start using Source after being used to GoldSrc, but that's exactly why they seem nice -- they are familiar. Too familiar. Once you get past the fact that the tools are familiar to you, you realise what you're missing. Tinkering with Doom3 ed was an eye-opener to say the least.
The only major advance in the mapping side of things (imho) is the entity I/O system which is far, far superior to the old way of doing things. While Valve has definitely improved the SDK and the engine, it's not adding up to huge leaps forward. The tools in particular haven't had much in the way of upgrades since the SDK was released. What's hammer had? All I can think of is model rendering in the viewports and new model viewer which itself has various bugs (can't navigate using mouse in certain areas) and design issues (doesn't cache results, can't open it as a child window for easy selection & placement etc). I remember learning to compile a prop for the first time... oh fun times. It's not so bad now that I've been making props for years, but it could be so much easier and intuitive. You can definitely make some great stuff with source, but I agree with Wunderboy. It could be so much better.
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New art direction.
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Quote from Defrag
Yeah they're initially nice when you start using Source after being used to GoldSrc, but that's exactly why they seem nice -- they are familiar. Too familiar. Once you get past the fact that the tools are familiar to you, you realise what you're missing. Tinkering with Doom3 ed was an eye-opener to say the least.
You run into that with every toolkit, though, and the grass is always greener.
While working in Radiant, there were plenty of things I missed about Hammer, and now working in Unreal there's plenty of things I miss about both Radiant and Hammer - but when I go back to one of those, I miss things from UnrealEd. Some people swear by GTKRadiant over stock Q3/D3 Radiant, but to me I see an editor that's thrown out all the usefulness of the stock stuff in favor of a far clunkier interface.All 3 of these editors (Hammer, Radiant, UnrealEd) use variations of tools that are virtually unchanged in the last 10 years. Each company is so rooted in their respective toolkit, that radical change just isn't worth it, so you get incremental updates that they've built to improve their own workflow.
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Well, I like Hammer... I guess after five years of working with a program you'll eventually get used to every aspect of it...
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I think you have a great sense of athmosphere and scenery but your maps lack detail. You need to give the brush- and the texturework the attention they need.
Then your maps will be awesome.
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Quote from killertomato
I think you have a great sense of athmosphere and scenery but your maps lack detail. You need to give the brush- and the texturework the attention they need.Then your maps will be awesome.
I agree, it looks rushed.
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i am not a fan of the purple roof
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the roof texture is letting it down

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Heya,
indeed, I've got a 7600 GT installed. Might be the problem.
I'll replace the textur and ban it from my further work... didn't like it very much anyway, but I thought that would be just my opinion
.Hm... yeah, it does lack detail, that's true... but it's a WIP, as I said before, there's nothing final about it yet.
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My way of working through a map is, after the paperwork stuff, to first make a rough version of the brushwork, add athmosphere, lighting and some eyecandy so the impression of the map isn't falsified and then give it the polish after the rest is done. That's why I agree it does look rushed in some places.
On the other hand, it'd be a great help if you could be more specific and give me some hints on what you miss in the detail part. After all, I've always been profiting a lot from you expert people's criticism
.- Albatros
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You're right. I hope this adds something to my feedback. Use it or lose it:
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Damn I see I forgot to add numbers to the fields and sentences.. I hope you see what I mean. If not, I'll upload some better shit tomorrow. I'm too fucking tired right now. Gotta sleep.
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No problem,
it's excellent, thanks a lot for the screeners.
I'm certain I'll be able to make something out of that
!Cheers & good night,
Albatros
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lamp posts mebbe should be on the sidewalk? look like they are in the road? personal pref....
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