No, there is definetly nothing like that. If I showed you the picture, I could tell you what you are tlaking about, it sounds like clip brushes, triggers, etc. I can't really comment on the content of the leaked beta, since it wasn't meant to be judged by anyone outside of valve.
Posts by zaphod
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mmmmmmmmmmmmmmmmm.
no.
those rails are just models.
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MUCH better
It's important to work some highlight/shadow changes into the texture where your geometry changes too. gj -
picked it up today at lunch, should be playing it later tonight . . . stupid werk

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I plan on picking it up this weekend
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the Vampire: Bloodlines website just went live, I'm actually pretty impressed with it, there are a lot of cool things to discover. http://%7boption%7d
there is also some other recent press coverage here: http://%7boption%7d
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he's almost throwing out the shocker
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not too bad. but those legs look like poop literally
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They even have their own hulls, flat window texture -> 3d indented window
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anyway, my prediction is just that the majority of maps for the first 6 months after hl2 comes out will be similar in relation to the first maps when hl came out. All the stock hl2 textures and scenery objects will be overused to the max. At least there are a lot more assets to be used in hl2 in relation to hl1.
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And you can't model an entire level in max / maya. You have to use worldcraft.
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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.
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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.
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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.
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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.
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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.
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yea, I'm way more excited about the engine than I am about the game.
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in the most efficient and fine tuned hl2 map, anything that dosent act as a vis blocker would be a model. However, you can imagine that would be hard to accomplish. Pretty much any scenery objects, and many structural details are models. World brush polies are 10 times more expensive than a model poly.
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I may do a front/back and the missle if I get bored sometime tonight.
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I shamelessly took bic's work and made it the base of my own.
[Blocked Image: http://marshmonkey.com/zapscud.jpg]