don't even know what to call this Created 20 years ago2004-07-12 19:10:02 UTC by JujitsuMan JujitsuMan

Created 20 years ago2004-07-12 19:10:02 UTC by JujitsuMan JujitsuMan

Posted 20 years ago2004-07-12 19:10:02 UTC Post #40810
I'm making a very nice mod, so far it's running perfectly, i only have about 2 levels, but it's still good, anyway...

when i made this cavern and put in torches in all, it seemed fine at first, no problem at all, but now every time i load it up there's some new peice of the cavern that disappears or becomes an invalid solid.

what i did to make the cavern was make a block, cut it a few times to make it an odd block, then hollow it. like i said, when i did it, there was no errors, now it's a new peice missing every time i load it, i fixed it up now, but for future reference, why is this happening? :x :x :x :x
Posted 20 years ago2004-07-12 19:21:35 UTC Post #40811
Don't 'hollow' brushes to make caves.
Build them brush by brush.
All other methods can create invalid solid structures which do things like you described.
Posted 20 years ago2004-07-12 19:23:52 UTC Post #40813
ic, never would of thought that :nuts:
Posted 20 years ago2004-07-12 19:25:37 UTC Post #40816
Well, the HL engine is pretty old and very limited.
You must pay attention to many things.
Posted 20 years ago2004-07-12 19:29:41 UTC Post #40817
yes i know, i can't wait until my bro gets back so i can use his comp to try the unreal tournament 2004 engine :):):):):):):):)
Posted 20 years ago2004-07-12 19:37:20 UTC Post #40823
:x
Don't say things like that in a Half-Life community!
You insult us.
Posted 20 years ago2004-07-12 23:03:34 UTC Post #40884
I am surprised you haven't all moved on to bigger and better engines?
Or are you sticking around to see what they offer with HL2.
Posted 20 years ago2004-07-12 23:13:32 UTC Post #40889
My comp just sucks andy, otherwise i would :P
Posted 20 years ago2004-07-13 02:19:35 UTC Post #40915
HL? myself.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-13 02:55:11 UTC Post #40927
hmmm i forgot about unreal....srry srry looks around walks backwards slowely runs to go learn how to make maps for ut2k4 :D
Posted 20 years ago2004-07-13 03:59:10 UTC Post #40931
Shoots ragnarok's retreating back

I thought Unreal map making was hard?
AJ AJGlorious Overlord
Posted 20 years ago2004-07-13 04:10:43 UTC Post #40932
It is. I've had 2 years experience mapping in engines that use that type of geometry, like RED, and I opened UnrealEd and I was floored. It's incredible and complex.

Although the Special DVD edition for the same price as the CD one comes with hours of editing tutorials, so one weekend, I'm gonna make some popcorn, pop in the DVD and learn how to do it. It came with a free version of Maya for non-commercial usage, though, which is handy and can do pretty much everything the commercial version can. Maybe one day I'll take up Modeling....but I doubt it.

The thing about Unreal levels is you have these things called 'Static Meshes' which are complex models, pre-made and textured which you have to use to make up the architecture, so the only things you really have to do with brushes are the base work, and then you have to spend hours loading and browsing through the meshes and placing them in your level. It kind of ruins the fun of mapping for me, as the Mapper has to essentially model his level. Which is why I'm staying with Half-Life2 and Source, unless those folks at Epic offer me a job :P .

Oh yes, and those solid world engines like Unreal and RF involve carving for almost every function, as you carve out of a big block instead of building in the void. And the forced view controls are horrible, you have to click-drag and use the mouse only for navigation, though people who use Milkshape and 3d programs will be used to it.

But that's enough on Unreal mapping for now. I'm only inviting myself to flames :P.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-13 05:44:49 UTC Post #40936
I used to map for the first unreal engine. It was no way as intuative as Hammer, u had to type in all the measurements of ur brushes etc. However, doing it all as carving out of an infinate solid is handy because you get no leaks. HL2 is gonna be the one to look forward to. Its supposed to be accessible to amateurs but also uses a very powerful engine.
Posted 20 years ago2004-07-13 06:01:21 UTC Post #40938
Yeah, I hate having to type in brush dimensions.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-13 06:38:10 UTC Post #40947
that is so boring, although wiht modeling you sometimes start wiht a basic block and then you fill in the dimensions.
Posted 20 years ago2004-07-13 07:43:36 UTC Post #40964
I tried mapping for the Medal Of Honor engine, and while not as complex as the UT2K4 engine, it was still difficult, what with patch meshes, and the cualk texture...

ungh.

Ill stick to hammer, thanks
Posted 20 years ago2004-07-13 08:16:57 UTC Post #40967
Half-Life still is the best choice for mapping.
Here you have millions of people that will probably be able to play your map.
And it is the most flexible engine. You can do thousands of different things without the need to code. No other engine provides this, yet.
Posted 20 years ago2004-07-13 13:27:17 UTC Post #41037
cough_HL?
Seventh-Monkey Seventh-MonkeyPretty nifty
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