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WIP in WIP, post your level screenshots!


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Posted

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... :(

Posted

zmblockparty0000rr2.jpg

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! :P

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.

Posted

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.

Posted

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.

Posted

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?

Posted

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.

Posted

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!

Posted

stga1k.jpg

stga4k.jpg

stga7k.jpg

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.

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