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Bronts

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  1. Just another quick thing. After reading that post created by Spellbinder about his reference photos. I thought it could be a good idea to have a section to upload any reference photos you might have lying around on your hdd. I know I have quite a few from my travels around europe.
  2. I have started some basic coding. I am doing the admin side of things at the moment, mainly because I cannot design a nice looking website. Anyway you can see what I am working on here http://hlrally.net/bronts/Level%20Desig ... AdminUsers I have borrowed a couple of avartars if you guys dont mind The models request page also has some code done on it. Also another thing, on each page the headings for each column work like in windows, so if you click on the heading it will sort all the results, then if you click on the heading again it will reverse the results.
  3. I think the invite only sounds like a very good idea, keep it a respected community
  4. This was one of my biggest concerns as well. I can see the site filling up with 100's requests for models, but no one creating the models. There is the idea of having to contribute something before you can make a request. This can lead to people submitting a lot of poor quality content, or having not many people contribute at all because they dont have anything to submit. I think 1 way to make it work, is to try and keep the community small, ie only advertise it here at mapcore, see how it goes then build from there. I am also thinking there will have to be a bit of quality control over what is submitted, so that we done end up with a bunch of poorly made models and textures. I am encouraged about the postive feedback though.
  5. I am not 100% sure if this is the right forum to post it in, but I couldnt see a better one. I was thinking about creating a web based program where level designers could put in request for models or textures, ie instead of posting in forums. Now before I get started this is not something I want to create just so that I can leach models and textures off people who put a lot of effort into. This is meant for the community. How it Works A level designer would come along and say might need a model of a tree. They would then go to the site and upload a prefab from Hammer that could be used as a basic reference for the modeler (size etc). Other features for the level designer are - Upload any reference images along with adding comments to images - Request a particular polygon count - Add any additional comments (describe the scene it is going to go into etc) - Make it for public or private view Then a modeler might come along to the site and might wish to help out a level designer and create the model (or they might already have one on there hdd they could upload) Features for the modeler - Upload completed model - Quote the polygon count - Upload images of the model - Say if the model is complete (Skinned, animated etc) - If not complete upload the source file for someone else to contribute to (I am not sure how people feel about giving our source files though) - Add for public view or private view The same goes for textures. A level designer can put in request for textures, upload reference photos etc, then a texture artist can come along, create the texture and upload it Some Functions of the actual site - Registration System - Search for models – completed, not completed, different categories etc - Textures – search etc - Private areas for teams – People can join small teams (create teams) for there own personal projects. Send request for someone to join – Not like anyone can join any team. Then when you upload new models, textures you could put it under private view so only your team can view it - Keep track of peoples activity, how many models / textures they have added etc - Top 5 models, Top 5 members - Add comments to models - Personal messages I was thinking to just stop people leaching from the site, before they are allowed to download anything they must upload something first, either it be a model or a texture. Does this sound ok? So basically what I am asking is whether or not you guys think this could be a good idea, and if it was actually made would anyone use it? I would also like to hear anymore ideas of what could be added, or a better way of doing something. Finally I am a level designer (in my free time) / programmer, I can only create a basic design for the website, but if someone was actually wanting to create a design for the site that would be great. I will code everything; I work professionally as a php/mysql developer so the whole thing shouldn’t be to hard to program, just time consuming Contributed Ideas - User Profiles
  6. Yeah stunts was also called 4d Driving.
  7. Now that I think of it, I probably used Stunts level editor before good old jetpack. I spent many hours creating some wackey tracks for stunts.
  8. The level editor for jetpack
  9. I have started work on a couple of tutorials on how to create the smooth corners. We have a Wiki type setup over on our site. So I just popped up a basic tutorial and an intermediate one. The basic tutorial creates a flat 90 degree corner where the intermediate tutorial creates a 90 degrees corner but gives a bit of an angle. I plan on also writing up an advanced tutorial to highlight all the other little things I have learnt, like making a cliff right on the side of the road etc Anyway here is the link http://hlrally.net/developer/mapping/ any feeback would be much appreciated, I have really written any tutorials before
  10. Minotauro - The roads are 384 pixels wide, you can pretty much fit 3 buggies side by side on the road. WE have been making a source version for awhile, but over the past year the team has had a lot on, I traveled around europe for 6 months, fragmented did some traveling plus finishing his last year of uni, so just recently (the last couple of weeks) things are really picking up. dissonance - I will add something there to make the road look right. At the moment when you go over it, it is like a bit of a jump TeddyBear - As for the corners being so smooth, KoKo5oVaR is right they are displacements using the subdivide tool. It can be quite a tireless process sometimes having to raise and lower the corners, but I think it is worth it for the results. I plan on writing a tutorial on how to do it, plus a few tips that I have learnt.
  11. Hello all Long time reader, but so very few posts Anyway I thought I would post a few images of a hlrally map I am working on. The lighting is still quite a bit out atm. The shadows are not big enough compared to where the sun is currently at. There are also a few more screenshots here http://www.hlrally.net/forum/viewtopic.php?t=257
  12. Not that I would have much respect, but KB has not modified any vmf from the source leak. I have seen and played very early builds with KB for play tests. The whole thing was built from scratch.
  13. Bronts

    HL-Rally

    Yes you had better believe it, hlrally is finially going to be released, April 12 is our release date! Throughout the next week there will be piles of new media, a contest, and an irc party, so stay tuned for tomorrow, all the details will be covered! Here are some new pictures there are a lot more screenshots at http://www.hlrally.net
  14. Yeah better then anything I can do, although atm it wont tile to well, it will be to obvious because there is such dark and light patches. But still not to bad keep working at it and I am sure it will come along very nicely. I had a go at making some asphalt but failed miserably, maybe I will have another go when I get some more time, damn exam time.
  15. any tutorials would be very very helpful, although this maybe asking to much, but what about a video tutorial, I dont think I will ever be able to understand how blazeer can create his textures all from scratch. also I would love just to see an example psd file, just to see how you edit things (I would understand if noone wants to post there source files).
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