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So, anyone made a HL2 map yet?


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Posted

It would take years and years to make a program like worldcraft be able to match any major modeling program in terms of useablitity and flexibility. There really isn't any other way to get detailed environments other than using models . . . worldcraft is only built for extremely basic modeling.

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Posted

also, I'd like to point out that anyone considering a cereer in level design, (/me eyes mazy) isn't going to be able to get a job without knowing how to model, or without having to learn a modeling app.

Posted

When you started at trojika, you knew the basic of 3dmax? Nothing? A lot? I'm just wondering how much an average developer is willing to teach.

Posted

I knew zip about max when I started. It was less important to have prior knowledge for me, becuase we were using the hl2 engine, so the worldcraft knowledge was more important. But I had to learn it when I started. But probably only 25% of games use a proprietary level editing tool (worldcraft, lithtech editor, etc) and even then, many times they are just tools to arrange assets made in modeling programs and to script the levels. Max / maya are the industry standards in terms of 3d asset creation for games.

Posted

You can export WC maps to a model format of some kind if I remember correctly. I'm sure if you're really incompetent you can model your super detailed barrel in wc3 at 10x scale (for super details), piss about converting it and slap a skin on it.

Posted

Actually, no. Well not in 3.5 and below, I don't know about hl2 hammer. But in hammer 3.5 and below can only export to dxf. Which if a fucking retarded format which will create tons of extra useless polies. It's best to model from start to finish in max/maya/xsi.

Posted

The scale in max and wc are the same in hl2, and I export geometry from wc to dxf to use as a base to model in max a lot. XSI is supposed to have tools to import world geometry complete with textures. But dunno much about that.

Posted

I know Zappy, but I assume you want parts in your model more detailed than what worldcraft can provide at 1x. Silly idea anyway.

Eitherway HL2 MAPPING is going to be really simple in comparison to HL1 - what with materials doing all the work for you and discoraged brush detailing. They even have their own hulls, flat window texture -> 3d indented window. What do you need to make these uber textures and details? Models. Being that WC 'skills' are barely needed you might as well start learning to model instead because it ain't going to be long before you are redundant. GGTHXNORE.

Posted

They even have their own hulls, flat window texture -> 3d indented window

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anyway, my prediction is just that the majority of maps for the first 6 months after hl2 comes out will be similar in relation to the first maps when hl came out. All the stock hl2 textures and scenery objects will be overused to the max. At least there are a lot more assets to be used in hl2 in relation to hl1.

Posted

There was a big thing about you specifying hulls in the million different material options. In the prison wc screenshots the rails are { textures, in game they're 3D, same for the flat-ass walls and { in the material-fileless beta and offical screenshots. It might be something else but that's the impression i got, kind of a normal mapping for brushes.

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