omega322
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I know most of you will laugh, but to me this was important, my first real step into modeling, I hope in the future when I've gotten more knowledge I can deliver some amazing stuff for you guys to critique .
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Needs some kind of legs, like for when it lands. It looks neat but odd without some kind of landing gear.
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Vary up the buildings in the sky box, I see 3 identical buildings with semi different color.
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mitering corners - reduce visleafs? good for optimization?
omega322 replied to Dradz's topic in Level Design
Same as I do, habits die hard. Faces touching in hammer are not rendered, so weather they have textures or nodraw doesn't matter. Like in a Mitered corner. -
mitering corners - reduce visleafs? good for optimization?
omega322 replied to Dradz's topic in Level Design
I can give you the bottom line to this Topic, It does nothing. In the above pic, When the compiler runs the vis leafs and comes to the corner, it sees the same thing, the compiler doesn't care what the shape of the block is, it only counts whats within the boarders of that block (Hence why when you compile and run around a map, if you no cliped outside the map, you don't see a hulking brush emitted from the wall. BUT Mitering your Corners does have one major Benefit. When your compiler compiles lighting, it bounces from the light source around itself to the nearby walls, it calculates which walls or faces are hit and saves the shadow/light data of each face. So now, as seen above, when you don't Miter your corners, you end up with 3 separate faces being stored or "hit" by light, mitering however limits it to the two faces allowed! This may not seem like much, but, if you have a map with about.....125 corners (Which is really small TBH, you other Level designers can back me on that) that means your map is collecting light/shadow data on over 375 faces VS. Mitering, you'll only use 250. (Basically it will streamline your lighting/shadowing and make the overall file size smaller) -
Well, over the past few years I've gotten into basically everything there is to level design, architect, lighting, texture creation, custom sounds for ambiance, hell even particle editing for Half life 2 EP2 and TF2. By no means am I a pro at any of them but I can say I'm fairly decent. I've allways had this soft fear of learning how to model, mostly due in part since I see the amazing things others make and I say to myself ' How can I ever compete with that?' But, enough is enough, I need to bite the bullet and jump into the world of modeling, so i ask you all, those with heavy experience and knowledge of modeling, where is a good place to start? what are the best resources to teach some underfunded student with an urge to create? what program is the best(To start with)?
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Yes not bad, but still pretty bland . Understand it is only an hour's worth of work, but subway stations always have so much potential . Take a look at Sa7an's ND map, which I think is absolutely awesome . That's a good example of all that extra detail that can go in there. Also the ceiling looks a tad strange. Dunno, maybe its that big block sticking out.. skdr - looks secks, can't wait That is pretty sweet! and I understand what you mean!, let me see if I can trick this baby out a bit more. brb in 5 hours X3.
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I've been mapping for a community called necropolis, and now that the bunker maps is almost complete, I figured creating the spawn for the subway/sewer map would be fun and interesting. Not to bad for an initial 30 min layout and another 30 min lighting/detailing. Comments? Advice?
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Okay, is there any particular font you'd recommend? Something that has a defined tf2 time frame esc feel?
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I was working on this advert for a tf2 map I'm making, what should I add/remove/fix to give it a better feel? - current
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When I say Mountain esc, I mean as in like a cold mountain Feel, when your in the map, I want players to think to themselves "Fuck it's cold out here"
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Those are amazing mate, did you make all those custom textures and materials yourself? I myself have been working on a Bunker in the mountains esc map, still heavily wip, most textures are just place holders till I get into more details.
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IN a nutshell I've hit the set brush limit in hammer, I know this can be bypassed since the map rp_C18 has much more brushes then allowed. How do I bypass the set limit? is there a special command to run?
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I'm modifiyeng a map atm, and I'm using func_areportalwindow to block of sections of the map, for some reason I keep getting thie ingame though YOu can pass through it but it should disappear and show just the hallway when you get within a certain range of it. the settings are as follows fade start and end distance are 750 (Slightly longer then the hallway)(basicly when your within the 750 it disappears like it should. translucency limit is 0 The material is tools black. What am I doing wrong :\? One thought I just had though was whenever I compile it useing the red cicrled area it comes out allright, but when I compile fullscale it fucks up, the map has loads of leaks, you think those could cuase that to happen?
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Though I'm not an expert fully in hammer I am comfortable, and I really enjoy your idea, you can contact me at... Email: Omega322@msn.com Steam friends: alpha322
