Jetsetlemming Posted May 26, 2008 Report Posted May 26, 2008 The three center buildings (the ones with the player height marking dev textures) will have full interiors. The nearby surrounding buildings will have extremely basic bottom floors and areas that can be broken open via traps and trap spawns by the ZM. The outer edge buildings will be solid. Quote
dissonance Posted May 26, 2008 Report Posted May 26, 2008 The three center buildings (the ones with the player height marking dev textures) will have full interiors. The nearby surrounding buildings will have extremely basic bottom floors and areas that can be broken open via traps and trap spawns by the ZM. The outer edge buildings will be solid.Ah-ha, I see. Still, sounds like a fuuun time for VIS. Quote
Sentura Posted May 26, 2008 Report Posted May 26, 2008 If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations. I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it... i could use this as well. any chance you remember the site? Quote
m8nkey Posted May 27, 2008 Report Posted May 27, 2008 If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations. I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it... i could use this as well. any chance you remember the site? I don't know of any tutorials for it, but I'm guessing it envolves exporting a DXF from hammer then converting that into an SMD using XSI. If this is the case the resulting models probably aren't very efficient. I find exporting DXFs from hammer a useful scale reference though. Quote
DvS Posted May 27, 2008 Report Posted May 27, 2008 I don't know of any tutorials for it, but I'm guessing it envolves exporting a DXF from hammer then converting that into an SMD using XSI. If this is the case the resulting models probably aren't very efficient. I find exporting DXFs from hammer a useful scale reference though. Enough for me, I would've guessed .map or some other weird format, thanks! Quote
Deathy Posted May 27, 2008 Report Posted May 27, 2008 You even don't have to export to .dxf. You can export/import .vmf directly in XSI with the Valve/Source-Addon. Quote
Albatros Posted May 27, 2008 Report Posted May 27, 2008 Something I've been working on since early in 2007. Originally started out as a DoD project and will very likely be released for that game, too, but more than this it's a first design bit for a single player modification I've had in my head for a very, very long time now. It will play in the New York, London, Moscow, Berlin and some other towns around the 1930s of an alternative time line and feature a sepia/film noir athmosphere. As soon as there's more to show I'll ask around for some support on the coding and modeling part, not sure when that'll be tho. Quote
ifO Posted May 28, 2008 Report Posted May 28, 2008 Now if that isn't the coolest thing I've seen in Source in a long time. Looks fantastic! Quote
m8nkey Posted May 28, 2008 Report Posted May 28, 2008 Really original looking style Albatros, nice one. Quote
Thrik Posted May 28, 2008 Report Posted May 28, 2008 That looks amazing! I love the contrast the desaturated colours have with the neon green stuff — works beautifully. Quote
-HP- Posted May 28, 2008 Report Posted May 28, 2008 Holy shit, I loved how you mixed the contemporary style with WW2, pure awesomeness! Quote
R_Yell Posted May 28, 2008 Report Posted May 28, 2008 The modern stuff looks like Bauhaus style, isn't it? Very nice Albatros! Quote
Albatros Posted May 28, 2008 Report Posted May 28, 2008 Hit the bullseye ... The building in the rear is one of the first examples of Bauhaus in my city - it's from 1928 and still can be seen today. It also had those neon lights on it from 1928 to 52. I'm really excited to see how this idea will work out in the end.. Quote
arhurt Posted May 30, 2008 Report Posted May 30, 2008 I love it, it's like a twisted mix of DeusEx and Call of Duty! Quote
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