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Posted

So far this looks really solid, and I'm sure the layout will match the visuals. I personally really like the color pallet, especially now that it is a lighter shade that is a little softer.

 

Since it seems there will be a ton of custom assets, the only thing I am curious about is your workflow from max to hammer and vice versa. I'm assuming some better tools have come out since I did it last for CSS. 

Posted

This is ridiculous. You're like a speed demon.

 

How are you guy's so fast at mapping? I can barely sit 2 hours straight without getting distracted by other things.

 

Either way, to stick to the topic, your modelling is excellent.

Posted

Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

 

I have "r_drawviewmodel 0" and "cl_drawhud 0" bind to a key. Same for turning them back on again.

Posted

Since it seems there will be a ton of custom assets, the only thing I am curious about is your workflow from max to hammer and vice versa. I'm assuming some better tools have come out since I did it last for CSS. 

 

I am using the same workfow I used from the CSS days and not something i would recommend. I hear from others that using wallworm is the way to go, but I have never spent the time to use it as I am used to the way I do things.

 

Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

 

Yes it does, so I name the devshot map 1mapname so it is the first map to be loaded, I then have keys bound to bot_kick, cl_drawhud 1 and cl_drawhud 0. I then run the devshot compile, and when the map loads I kick bots so a nav mesh doesn't try to generate. It will then cycle through a few shots but then the round will start and display the hud partially. So I then have to enable the hud fully then disable it again (for some reason just disabling it doesn't work)

 

There is also 3 cameras that will give unusable shots, one will have the team selection screen and two others will have the black and white round start effect so I had to add 3 dummy cameras to take these shots.

 

Also did a table and chair set.

 

EOLXKOh.png

Posted

Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

What's -makedevshots ?

Posted

 

Since it seems there will be a ton of custom assets, the only thing I am curious about is your workflow from max to hammer and vice versa. I'm assuming some better tools have come out since I did it last for CSS. 

 

I am using the same workfow I used from the CSS days and not something i would recommend. I hear from others that using wallworm is the way to go, but I have never spent the time to use it as I am used to the way I do things.

 

I have a lot of respect for you sticking with the old ways  :lol: I just tried out wallworm, it isn't the most intuitive thing, but at least I could get a model in within a couple seconds versus minutes. Anyways, nice table.

Posted (edited)

 

 

Skybex, when you run the -makedevshots parameter, does the game cycle through all the maps for you? I have to manually changelevel to my map and quickly r_drawviewmodel 0 and cl_drawhud 0

What's -makedevshots ?

 

Takes snapshots of cameras you set up in your map. You get a pretty neat effect if you compile throughout map's development: http://www.teamfortress.com/post.php?id=2754

 

oh wow that looks amazing, i thought everyone was just noclipping to get those lol.. is there a tutorial on how to use it?

Edited by Drakeee
Posted

I have a lot of respect for you sticking with the old ways  :lol: I just tried out wallworm, it isn't the most intuitive thing, but at least I could get a model in within a couple seconds versus minutes. Anyways, nice table.

 

Not so much the old ways, just probably not the best method to learn from when there are more intuitave tools out there now.

 

oh wow that looks amazing, i thought everyone was just noclipping to get those lol.. is there a tutorial on how to use it?

 

Not really a tutorial, but it explains how to do it on the wiki. https://developer.valvesoftware.com/wiki/Point_devshot_camera

 

Worked some more on the upper hostage room, those curtains took a lot longer to make than I thought they would. Also had to move the devshot camera slightly as the curtains was obscuring a bit of it.

 

Some more new images in the albums. http://skybex.imgur.com/

 

RKWsHWn.jpg

SofJqKW.jpg

 

And did the rest of the railings.

 

oDTHBeV.png

Posted

yHYkQeB.jpg

 

No, but in all seriousness I really love your work so far.

I think that this style of mapping you are going for is what makes your maps distinct and defines you as a mapper. I'm sure if I saw a map of yours I'd be able to know that it was done by Skybex, just because of that.

 

Either way, again, keep up the good work.

 

Here's a question though,

are you going to make the assets available for everyone if the map gets to an operation or anything of that sorts? Just like you did with Bazaar, Workout and Chinatown? I think it was a really good move.

More people should do that honestly!

 

 

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