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Posts by zaphod

  • So, anyone made a HL2 map yet?

    • zaphod
    • November 1, 2003 at 8:24 PM

    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.

  • So, anyone made a HL2 map yet?

    • zaphod
    • November 1, 2003 at 1:58 AM

    mmmmmmmmmmmmmmmmm.

    no.

    those rails are just models.

  • DD ze mapper/newb modelar!!1!1!3$7Y@I

    • zaphod
    • November 1, 2003 at 12:02 AM

    MUCH better It's important to work some highlight/shadow changes into the texture where your geometry changes too. gj

  • Call of Duty

    • zaphod
    • October 31, 2003 at 10:33 PM

    picked it up today at lunch, should be playing it later tonight . . . stupid werk

  • Call of Duty

    • zaphod
    • October 31, 2003 at 8:02 PM

    I plan on picking it up this weekend

  • No forum for this either, this is close enough I suppose

    • zaphod
    • October 31, 2003 at 7:46 PM

    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

  • Happy Halloween!!! BOO!

    • zaphod
    • October 31, 2003 at 6:48 PM

    he's almost throwing out the shocker

  • DD ze mapper/newb modelar!!1!1!3$7Y@I

    • zaphod
    • October 31, 2003 at 6:47 PM

    not too bad. but those legs look like poop literally

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 31, 2003 at 6:46 PM
    Quote

    They even have their own hulls, flat window texture -> 3d indented window

    ?

    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.

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 31, 2003 at 1:05 AM

    And you can't model an entire level in max / maya. You have to use worldcraft.

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 31, 2003 at 1:05 AM

    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.

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 30, 2003 at 10:28 PM

    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.

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 30, 2003 at 7:30 PM

    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.

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 30, 2003 at 6:56 PM

    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.

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 30, 2003 at 1:34 AM

    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.

  • well...no forum for this yet so i'll just post here muhahaha

    • zaphod
    • October 30, 2003 at 1:30 AM

    yea, I'm way more excited about the engine than I am about the game.

  • post your desktop! (real)

    • zaphod
    • October 29, 2003 at 6:51 PM

    lol @ urby

  • So, anyone made a HL2 map yet?

    • zaphod
    • October 29, 2003 at 6:50 PM

    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.

  • Texture request

    • zaphod
    • October 28, 2003 at 6:55 PM

    I may do a front/back and the missle if I get bored sometime tonight.

  • Texture request

    • zaphod
    • October 28, 2003 at 7:06 AM

    I shamelessly took bic's work and made it the base of my own.

    [Blocked Image: http://marshmonkey.com/zapscud.jpg]

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