Zeta Posted May 26, 2008 Report Posted May 26, 2008 Displacement brush limit can go get beaten up with a sack of doorknobs. Quote
Seldoon182 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... Quote
Jetsetlemming Posted May 26, 2008 Report Posted May 26, 2008 The humble beginnings of what will hopefully be an epic map for Zombie Master. Things left to do: I need to darken the skybox lighting, add nodegraphs, texture and detail the surrounding buildings, make a basic 3d skybox, flesh out the three survivor stronghold buildings, add props and decorations and decals, add player and zombie spawns, traps, buildable barricades, surround the rest of the buildings with sidewalks, add signs, cars, bus stops, tables, bodies, etc. to the streets, add killing fields in the air between the first and second floors of the survivor buildings, and player clip barriers on the side streets and rooftops close to the play area, and add win logic. I've been working a whole two hours so far! Edit: Oh, and find some good public domain'd city textures, the ones that come with Source don't fit the look I'm wanting. Quote
dissonance Posted May 26, 2008 Report Posted May 26, 2008 Are all buildings going to have interiors? Quote
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
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