I personally like static meshes but then again, thats because i model instead of map hehe. ![]()
So, anyone made a HL2 map yet?
-
-
It's probably not as extreme as UT2k3, just picture normal half-life mapping, but using models to get the the point of detail you see in the hl2 screenshots and movies.
-
hl2 staticy meshy thing = major turnoff
i doubt ill hl2 map unless i learn max proper or sumthing then ;G~
-
think it might be a turnoff for alot of ppl
as modelers will jsut be ahead of the game -
if most people r like me then valve is gonna lose more support than they r gonna gain
but i guess the model thing is the most wise thing to do, just annoying for lazy people D:
-
i dunno coz in away mapping is modeling they shud just ....i dunno where im going with this one some one help me out

-
welcome to the future kids.
Modeling will get more and more important in the future because brush-editors like the one for HL/HL² won't be able to deal with the immense detail needed for realistic and convincing game worlds.
Having to use models for details in HL2 is a step in the right direction, and it's the first, not the last.
-
Quote
Having to use models for details in HL2 is a step in the right direction, and it's the first, not the last.
Nice one texture-boy. It still sucks for mappers with no modeling skills

-
gah aye
im mapping 4 halflife cuz im too lazy to learn modelling n map for stuff like ut2003. Wiff hl2 it doesnt really matter anymore
-
they shud make an editor with more power then
so u only learn one program not 2 -
It would take years and years to make a program like worldcraft be able to match any major modeling program in terms of useablitity and flexibility. There really isn't any other way to get detailed environments other than using models . . . worldcraft is only built for extremely basic modeling.
-
also, I'd like to point out that anyone considering a cereer in level design, (/me eyes mazy) isn't going to be able to get a job without knowing how to model, or without having to learn a modeling app.
-
When you started at trojika, you knew the basic of 3dmax? Nothing? A lot? I'm just wondering how much an average developer is willing to teach.
-
/me wimpers
Much as I assumed. I've got 3dmax sitting around, just need to start learning sometime soon.
-
i know the basics of max, and i can do sum shit, but its sorta hard to get urself pulled together n make sum more advanced stuff
-
I knew zip about max when I started. It was less important to have prior knowledge for me, becuase we were using the hl2 engine, so the worldcraft knowledge was more important. But I had to learn it when I started. But probably only 25% of games use a proprietary level editing tool (worldcraft, lithtech editor, etc) and even then, many times they are just tools to arrange assets made in modeling programs and to script the levels. Max / maya are the industry standards in terms of 3d asset creation for games.
-
You can export WC maps to a model format of some kind if I remember correctly. I'm sure if you're really incompetent you can model your super detailed barrel in wc3 at 10x scale (for super details), piss about converting it and slap a skin on it.
-
Actually, no. Well not in 3.5 and below, I don't know about hl2 hammer. But in hammer 3.5 and below can only export to dxf. Which if a fucking retarded format which will create tons of extra useless polies. It's best to model from start to finish in max/maya/xsi.
-
The scale in max and wc are the same in hl2, and I export geometry from wc to dxf to use as a base to model in max a lot. XSI is supposed to have tools to import world geometry complete with textures. But dunno much about that.
-
And you can't model an entire level in max / maya. You have to use worldcraft.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!