good lord max is just a pain in the ass with source exporting D: single click maya export ftw
anyway: good tutorial
edit: i should do a quick videotutorial on pralls maya exporter too.
good lord max is just a pain in the ass with source exporting D: single click maya export ftw
anyway: good tutorial
edit: i should do a quick videotutorial on pralls maya exporter too.
you dont have to place it on all unseen sides if you work proper because the compiler eliminates faces that are either outside the world or that are aligned to another brush without a gap. (like old csg compiler did)
i will make an image for you
[Blocked Image: http://thomashess.net/displacements.jpg]
you need to copy paste the red place. the blue one only tells you "dont paste over me"
you could copy past it out of the vmf using notpad. got to check out for my self right now
edit: works just fine. small tutorial:
1. copy your brush with the single displacement to a new map file. save it as disp1.vmf
2. destroy all displacements on this brush and create new ones where you want them to be. save as disp2.vmf
3. mark all _new_ displacements with a small height so that the face where the old one shall be is not marked (it shall be 100% plane in out disp2.vmf
4. now open up disp1 and disp2 in notepad or wordpad or any other editor.
you will see something like this:
versioninfo
{
"editorversion" "400"
"editorbuild" "3569"
"mapversion" "2"
"formatversion" "100"
"prefab" "0"
}
visgroups
{
}
viewsettings
{
"bSnapToGrid" "1"
"bShowGrid" "1"
"bShowLogicalGrid" "0"
"nGridSpacing" "64"
"bShow3DGrid" "0"
}
world
{
"id" "1"
"mapversion" "2"
"classname" "worldspawn"
"skyname" "sky_day01_01"
"maxpropscreenwidth" "-1"
"detailvbsp" "detail.vbsp"
"detailmaterial" "detail/detailsprites"
solid
{
"id" "2"
side
{
"id" "1"
"plane" "(0 0 64) (256 0 64) (256 -256 64)"
"material" "BRICK/BRICKFLOOR001A"
"uaxis" "[1 0 0 0] 0.25"
"vaxis" "[0 -1 0 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
dispinfo
{
"power" "3"
"startposition" "[0 -256 64]"
"flags" "0"
"elevation" "0"
"subdiv" "0"
normals
{
"row0" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row1" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row2" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row3" "0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
"row4" "0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
"row5" "0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
"row6" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row7" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row8" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
}
distances
{
"row0" "0 0 0 0 0 0 0 0 0"
"row1" "0 0 0 0 0 0 0 0 0"
"row2" "0 0 0 0 0 0 0 0 0"
"row3" "0 20 70 45 25 5 0 0 0"
"row4" "0 0 65 50 30 10 0 0 0"
"row5" "0 0 0 30 20 5 0 0 0"
"row6" "0 0 0 0 0 0 0 0 0"
"row7" "0 0 0 0 0 0 0 0 0"
"row8" "0 0 0 0 0 0 0 0 0"
}
offsets
{
"row0" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row1" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row2" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row3" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row4" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row5" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row6" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row7" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
"row8" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
}
offset_normals
{
"row0" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row1" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row2" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row3" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row4" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row5" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row6" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row7" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
"row8" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
}
alphas
{
"row0" "0 0 0 0 0 0 0 0 0"
"row1" "0 0 0 0 0 0 0 0 0"
"row2" "0 0 0 0 0 0 0 0 0"
"row3" "0 0 0 0 0 0 0 0 0"
"row4" "0 0 0 0 0 0 0 0 0"
"row5" "0 0 0 0 0 0 0 0 0"
"row6" "0 0 0 0 0 0 0 0 0"
"row7" "0 0 0 0 0 0 0 0 0"
"row8" "0 0 0 0 0 0 0 0 0"
}
triangle_tags
{
"row0" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
"row1" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
"row2" "9 9 9 0 0 0 0 1 1 9 9 9 9 9 9 9"
"row3" "9 9 0 0 1 9 9 9 9 9 9 9 9 9 9 9"
"row4" "9 9 0 0 0 1 1 9 9 9 9 9 9 9 9 9"
"row5" "9 9 9 9 1 1 1 9 1 9 9 9 9 9 9 9"
"row6" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
"row7" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
}
allowed_verts
{
"10" "-1 -1 -1 -1 -1 -1 -1 -1 -1 -1"
}
}
}
side
{
"id" "2"
"plane" "(0 -256 0) (256 -256 0) (256 0 0)"
"material" "BRICK/BRICKFLOOR001A"
"uaxis" "[1 0 0 0] 0.25"
"vaxis" "[0 -1 0 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"id" "3"
"plane" "(0 0 64) (0 -256 64) (0 -256 0)"
"material" "BRICK/BRICKFLOOR001A"
"uaxis" "[0 1 0 0] 0.25"
"vaxis" "[0 0 -1 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"id" "4"
"plane" "(256 0 0) (256 -256 0) (256 -256 64)"
"material" "BRICK/BRICKFLOOR001A"
"uaxis" "[0 1 0 0] 0.25"
"vaxis" "[0 0 -1 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"id" "5"
"plane" "(256 0 64) (0 0 64) (0 0 0)"
"material" "BRICK/BRICKFLOOR001A"
"uaxis" "[1 0 0 0] 0.25"
"vaxis" "[0 0 -1 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"id" "6"
"plane" "(256 -256 0) (0 -256 0) (0 -256 64)"
"material" "BRICK/BRICKFLOOR001A"
"uaxis" "[1 0 0 0] 0.25"
"vaxis" "[0 0 -1 0] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
editor
{
"color" "0 119 188"
"visgroupshown" "1"
"visgroupautoshown" "1"
}
}
}
cameras
{
"activecamera" "-1"
}
cordon
{
"mins" "(-1024 -1024 -1024)"
"maxs" "(1024 1024 1024)"
"active" "0"
}
Display More
this is a cube with only one displacement on its top. the face has the id 1
copy all numeric information of the displacement.
in the disp2.vmf you can now paste it over the information from id1. now you have transfered all displacement data of that single face to you cube with 2 displaced faces.
hope that did help you.
[Blocked Image: http://thomashess.net/i_luv_mapcore.jpg]
due to i hacked my PSP to a 1.50 firmware i am able to run self written code on it. to get startet in the development environment i wrote a programm that gets and png image with all letters and then prints out a text on the screen using this font.
"i
mapcore"
Quote from Seldoon182I was wondering a compilation video tuts to see how to do !
i didnt see this question yet. sry for threadpushing!
what do you want to see? how to do the map or a tree? cause tree's are already videotutorialized and i would never create a tutorial on leveldesign because it is too complex and there are too many try outs in it so that i wouldn't make sense to tell a "how to do". simplified: "just try"
I mean: How to get the tree's model I made to .mdl files ? In order to put them on my own folder and to get it on my prop_static entity... !
check out this:
http://www.thomashess.net/exchange/tuto ... rkflow.pdf
to get all my tutorials check out this thread. (thread is german but all tutorials are in english)
Quote from MrH2oYou haven't answered my question, What kinda comps do you have on Crytek, I wanted to know what to look for when upgrading comp. Btw it was Alan Wake that were vista exclusive
i might speak from my experiences at other developer studios:
not everyone has powerfull computer that are the current benchmark leads. as you might calculate: offering a high end machine for 2500$ to each employee that would make 375000$ to 150 employees. after 6 months there will be even more speed avaible in new graphics cards and CPUs. so that wouldnt make sense because publishers cant print money.
what do the companies do? actually most will buy a few newer computers and give them to selected artists programmers or leveldesigners or what ever. if anyone's computer has slower components in his working machine he will change some stuff buy extracting from the now _old_ avaible computer.
it shouldnt surprise you that some artists might work on computers where the game isnt even runable on. as long as 3d software runs everything is fine.
so i would not wonder if a lot of crytek or any other companies computers were just like yours at home. maybe even not that fast at all.
Quote from Seldoon182I was wondering a compilation video tuts to see how to do !
i didnt see this question yet. sry for threadpushing!
what do you want to see? how to do the map or a tree? cause tree's are already videotutorialized and i would never create a tutorial on leveldesign because it is too complex and there are too many try outs in it so that i wouldn't make sense to tell a "how to do". simplified: "just try"
i agree to most of the things already said.
you made a quite a good start to a non funmap level. layout seems fine. details are missing. it seems to be an industry themed map? so where is all the production hardware?
i'd rate it with a 6 of 10 points.
Quote from KoKo5oVaRThis panorama needs more fort boyard
, nice stuff hessi hope you will release all your photo ref from your holidays !
found this:
http://www.thomashess.net/koko.jpg
![]()
uhm well the lava looks indeed copy stamped. did you use photomaterial or was it zbrush or sculpting you used to create the colormap?
sorry to tell you that but table layouts are cheating and no good way to create a website layout. CSS is ment to do that. tables are for table content only. such as representing stats or other stuff. ![]()
even though CSS isnt that hard to understand. someone with knowledge for the start to kick you off and everything will just be fine (and you will start to hate MS IE too
)
omg. that's just sick. in future noone will be allowed to post female game characters? anyway. i saw it and i did like it. those who still want to see it: check out warbies website.
onoz! table layouts are pain in the ass! CSS layouts for the win!
bad vivi! *slap* ![]()
looks great! did you use my tree tutorials? textures remind me somehow! anyway: keep on it!
the release thingy is something i am working on. gotta check out some payment stuff
of course i wouldnt release them for free
heavy traffic load and so on.
my first try making a photo sky. i have several other ones here but i am pretty sure warby wont allow me to post em ![]()
[Blocked Image: http://www.thomashess.net/_sky_panorama.jpg]
http://www.thomashess.net/sky_panorama.jpg
http://www.thomashess.net/sky_cubemap.jpg
e: i know that the horizon is kinda freakin, gotta fix that in my stiching tool.
[Blocked Image: http://thomashess.net/_hessi_arrives.jpg]
me arrives in angouleme, france at 8am after a day without sleeping ![]()