Forum posts

Posted 18 years ago2006-03-23 19:22:43 UTC
in N00bs covered in Source Post #170557
Same situation as with HL, only now there's a new black sheep for it - Source. ;)

As for how long a map can take, that depends. The better maps tend to take a few months usually. Size matters but it's mostly the polishing and tweaking, if not complete remaking of parts (everything to make it better ;)), that takes the most time imho.
Posted 18 years ago2006-03-23 19:20:15 UTC
in weapons and ammo crates Post #170554
As far as I know, those ammo types were never used in crates and therefor I assume no time was put in getting them to work. You could find out which modelname it refers to exactly, take one of the ammo crate models, modify it and save it under that name and then pack it into your map, but I don't know if you think that's worth the hassle. Personally, I hardly ever use the pistol while playing on-line.

As for weapons getting pushed, I think you already mentioned the solution yourself. Why don't you give it a try? If I were you I'd place several weapons next to each other in different positions, so you can quickly see which position works after a single compile.
Posted 18 years ago2006-03-23 19:16:12 UTC
in Anyone else mad at Source mapping? Post #170552
Though I do want my maps to play fun, I don't do it to get my map into the top 10 maps of all time. The creation and playtests are a lot of fun for me and the learning process, the challenges encountered while designing and creating a level... that's what I like. :)

Not that it would hurt to see my maps getting played, but I'll have to do some more work after the release to see that happening methinks.
Posted 18 years ago2006-03-23 12:30:21 UTC
in Anyone else mad at Source mapping? Post #170431
Whining about this isn't going to help. Try advertising your maps where the players are instead, to turn the tide (or at least to try to ;)).

Good looking maps aren't necessarily bad playing ones. What I think is a usualy path for a mapper is that he's starting with killbox-like things. In their simple enthousiasm they spread these all across and hence they get known.
If a mapper continues and gets in touch with other mappers, one of the first things that often start to improve is looks. These mappers compete with looks amongst each other. They 'advertise' less amongst players, so these maps naturally get a lot less publicity.
Then, and that may take some years, a mapper can turn into a level-designer, thinking out the map, playtesting into perfection, balancing the looks versus other things and so on.

Needless to say, there's few level-designers compared to mappers. If they would advertise their maps in player communities I'm sure these gems could get known not only inside the mapping communities, but far outside. I'm sure de_dust would never have been so popular if it wasn't with the rising popularity of Counter-Strike but kept in the confined space of a mapping community.
About this last group, there's a small part of them that become professionals and their maps are getting played... ;)

Besides... isn't mapping and level-design just all about the fun, not the name and fame? ;)

EDIT: Also, I don't think this is something caused by Source. The situation hasn't changed much really since Source, methinks.
Posted 18 years ago2006-03-23 12:21:01 UTC
in How can i add Water ?? Post #170426
Take a look at your compile log, if you've got a leak then you'll see a report about it in there.

And indeed, read those articles. Without them you're gonna have a hard time mapping indeed.
Posted 18 years ago2006-03-23 07:19:51 UTC
in halo mappack Post #170402
The few Halo DM maps I've seen strike me as horrible simple, almost killboxes. This may work for Halo, but I think with Half-Life's gameplay you'll need to do some better layouts.
Using some Halo theme's would be nice if you pull it off well, though.
Posted 18 years ago2006-03-23 07:14:35 UTC
in How can i add Water ?? Post #170400
Take a look at the example maps in your sdk folders. That's what they are for there - you can even see how de_cbble was made...
Posted 18 years ago2006-03-22 15:01:07 UTC
in halflife2.wad Post #170266
If not mapping for HL, it could be used as a nice reference chart for HL2 mappers. Using Wally it's pretty fast to browse through actually.
I also loaded up Detention again and tried some of Nova Prospekts textures on it. Looks fun.

Nice job, Rimrook. :)
Posted 18 years ago2006-03-22 12:45:18 UTC
in -wadinclude error Post #170222
Works on BSP too? Shared parameter then I guess? I always use it on CSG... :)
Posted 18 years ago2006-03-21 21:35:22 UTC
in cs_xmas Post #170130
Care to dig up some screenies? ;)
Posted 18 years ago2006-03-21 10:00:19 UTC
in A big feeling of running a map Post #170033
My current map is compiling in 15 minutes. Gotta love prop models and dismaps for their VIS simplicity. :)
Posted 18 years ago2006-03-21 09:58:41 UTC
in convert TGA to VMT Post #170032
You aren't being very clear on the situation, ZeG. What do you mean with 'taking combine_elite' and 'fixing my way'? Being vague doesn't help us help you, so to say. ;)
Posted 18 years ago2006-03-20 20:12:07 UTC
in convert TGA to VMT Post #169852
Uhm... what exactly are you trying to do? You said something about replacing a models skin and referred to a model named combine_zeg.mdl.
First thing that comes up to me is: did you actually create that model? You've been playing with material files and all, but the model part of it sounds pretty vague to me...

Oh, just in case, for model skins you don't use "LightmappedGeneric" in the .vmt. You use "vertexlitgeneric" for them.
Posted 18 years ago2006-03-20 10:48:13 UTC
in spam detection Post #169747
I don't think such methods will help - but they will annoy users who want to post about multiple subjects at once...

Besides, how often did such spam appear and moderators couldn't handle it? I don't see use for this as a warning system either - regs do a good job at that already (maybe a too good job).
Posted 18 years ago2006-03-19 18:35:43 UTC
in model issue Post #169575
How did you resize it then?
Posted 18 years ago2006-03-19 18:34:53 UTC
in VTF2TGA Post #169574
I'd say, take a look at vtfExplorer. Nice tool, lets you browse through both normal folders and .gcf files to keep track of your materials. Also allows exporting of .vtf's.
Posted 18 years ago2006-03-19 06:23:14 UTC
in Coding Problems Post #169457
Check out The Wavelength's coding articles. Good stuff if you want to get started.
Posted 18 years ago2006-03-18 18:58:36 UTC
in I just... (II) Post #169377
...fired up the old Hammer to do a quick virtual tour map.
Posted 18 years ago2006-03-18 18:56:27 UTC
in [HL2DM] Mudanchee - small updates Post #169376
Thanks for the comments people. :)

Performance is good, runs fine on my machine (and I've had no complaints from others so far). The brightness in those shots isn't upped or anything, those are engine-generated .jpg's.
In-game the brightness is fairly ok I think, a tad dark but it's clear where you can go and where not, so at least the important parts receive enough lighting (methinks).

I'm not going for heavy drilling machinery, this is more a place for carefull argeological carving. Some stacks full of ancient carved stones and pottery could do, I think. I plan to rework the tomb a bit, too, so more shots are coming soon.
Posted 18 years ago2006-03-17 22:38:53 UTC
in [HL2DM] Mudanchee - small updates Post #169212
Finally I picked up work on mudanchee again, after taking a 4 month break from mapping. These are some minor changes to the previous version, but tell me what you think anyway:
User posted image
Main changes here so far: I'm splitting up the floors into individual planks. Since most of the map is just displacement map and prop model, I think I can spend the additional poly's (they're all func_detail - the solid brushes of this map are less than 50 I think :)).
User posted image
Some of the smaller prop models I've been doing recently. I plan to do some medium-sized props such as a portable power generator and an accompanying jerrycan model. Anyone got idea's for replacing all those cover blocks without using too much crates? I think I'm getting stuck there a bit... rocks and bags full of crystals are easily overused too...
User posted image
A nice sunset after playing with the gravity gun. :)
Notice the lack of a 3D skybox. I'm thinking about putting in a canyon-like background. What do you people think?
Posted 18 years ago2006-03-17 19:52:17 UTC
in AHHHHHHHH!! This is ticking me off! Post #169183
What exactly are you doing there? Is that door a solid brush or an entity? You should lead a corridor to that room and actually physically attach its inside to the inside of the current room. Take a look at the beginners tutorials at this site if you're wondering how to do this.
Posted 18 years ago2006-03-17 18:31:18 UTC
in AHHHHHHHH!! This is ticking me off! Post #169167
Brushes outside world error all over the place...

Here, check this page. And bookmark that site. ;)
Posted 18 years ago2006-03-17 18:00:06 UTC
in Tutorial Skinning ( And something else ) Post #169161
Both skinning and texture creation.
Posted 18 years ago2006-03-17 17:43:25 UTC
in Firefox vs Opera vs IE va whatever else Post #169150
Heh, that's good, MDI. Though I never really use that functionality it in programs that have it, so I don't think it'll be of much additional use to me.

But hey, I should check it out some day. Just to know what I'm talking about (and for website testing). :)
Posted 18 years ago2006-03-17 17:29:30 UTC
in R_speeds And You Post #169140
No problem, because nowadays mostly everyone runs a system that can handle that amount. Go with the time and take the freedom you get. :)

As for other factors, a guy on my mapping forum once found out that older systems find long visibility distances not so funny. In a map where some faces were 3000+ units away, one of his systems would choke, even though the wpoly's and such were within fair limits. Strange thing, but it shows that there's a lot more to performance than just polygons.
And I recently read in a game programmers book that handling resources has a big impact on performance. Since most games nowadays have such a large amount of art, they can't keep it all in memory at the same time, so they have whole managing systems for that. If you badly manage stuff, it results in longer and more frequent loading times - taking fps down. I think HL avoided this somewhat by linking .bps's to each other and keeping these .bsp's somewhat small and easy for the system to handle.
Posted 18 years ago2006-03-17 12:04:30 UTC
in Question Post #169016
What if you changed a freefall map (that looks like a short-lived fun thing to me) to something with jump-pads, small transport tubes that quickly move you to other free-fall tubes, Halo-esque transporter beams that transport up (hey, how about a falling tube next to a floating tube? firing at people moving in a different direction...)?

I think freefall maps can be lived up a bit. :)
Posted 18 years ago2006-03-17 12:00:19 UTC
in R_speeds And You Post #169012
Lightmaps are the colored images generated by RAD that get put over the maps faces to simulate lighting. Obviously, blending two textures for every face that's being rendered takes some more time than just covering them with one texture (ak. fullbright).

Yes, maps will run differently on different machines. Poly counts are a usefull guide to make predicting the fps on other machines easier. They're no strict guidelines that every mapper should abide, though.
For Source, many more factors impact fps. The budget panel shows you where the engine spends it's time which makes it easier to pinpoint problems (like cutting down on dynamic lighting, or ragdolls/physics objects, or indeed cutting down on sheer polycount).

As for epoly's, these are easier to handle (exactly because they don't have an additional texture (lightmap)). :) The average ratio between epoly and wpoly seems to be 10:1 or 12:1 or so.
If you set yourself a polybudget of 1200, you could put in 1000 wpoly and 2000 epoly.
Posted 18 years ago2006-03-17 09:46:40 UTC
in Firefox vs Opera vs IE va whatever else Post #168929
@pepper:
It's cluttering the desktop with many windows instead of organizing each opened page into a tab? It's less targeted by hackers/crackers/virusfactories/whatever because fewer people use it (it also seems to be actually safer to browse with)? That's my 2 main reasons to go with FireFox. :)
It also has some nice plugins like a rss feed-reader, IRC client, tab manager, download manager, web-developers toolbar...

I dunno about Opera, never used it before. As far as I know it uses a similar tab system, that's all I know. :)
Posted 18 years ago2006-03-17 09:07:48 UTC
in R_speeds And You Post #168920
I mosty look at fps. 30+ or so is usually acceptable for me.
r_speeds are a bit usefull to predict how a map will run on older systems (800 for really old stuff, but I find 1000-1200 or so acceptable) but that's it. I'm no r_speed fanatic anymore, as it's just a tool to measure fps, and that is what really counts.

And yes, SP maps are a bit more flexible, because there's no network speeds and such to worry about.
But, I assume the level was fullbright, correct? Try doing the same while getting RAD to run on it - you'll notice the difference between plain textured faces and those that use an extra (lightmap) layer. :)
Posted 18 years ago2006-03-17 08:29:24 UTC
in Question Post #168916
Hammer Vertex Tool - Valve Developer Community

Fun maps are weird and pretty difficult to get the hang of actually. I've tested a few times and it's sort of fun. :)
Posted 18 years ago2006-03-17 08:27:12 UTC
in New map cs_Miami from xbox! Source... Post #168915
Heh, looks cool. A bit darkish (sunset setting?) but cool. :)
What's the layout like?
Posted 18 years ago2006-03-16 23:23:46 UTC
in Tutorial Skinning ( And something else ) Post #168858
The .vtf's are the actual image files. You can convert .tga's into .vtf's.

.vmt's are text files that refer to one or more .vtf's and contain some information about the material - whether or not it's shiny, contains bumpmaps and such. These .vmt's are what Hammer and Half-Life 2 search for.

So, for a basic texture, you'll need a .vtf that contains the image, and a .vmt with the basic texture properties in it. Check the pages about materials on the Valve Wiki for more info.
Posted 18 years ago2006-03-16 21:33:15 UTC
in MSVC++ Post #168848
I remember that Bloodshed Dev as being a bad program, but I checked it again now and it looks like a nice light-weight IDE. Just installed it to my usb-stick. Handy when there's no bigger 'n better IDE around.
Posted 18 years ago2006-03-16 21:27:25 UTC
in Mapping vs Modelling *ding* FIGHT! Post #168847
And exactly since mapping is so varied, or rather, games are so varied, I see it as being similar to modelling. You just use different tools often and mapping tends to be larger-scale (as in, worlds instead of objects).
Both need some design to come to life, so to say. Both require textures. Both can be reused (prefabs/props)...

Both are just a list of vertices, faces, uv coordinates, some normal info and sometimes additional tags/scripts.

Note that I see mapping and level-design as two separate things. Mapping is the technical grunt-work, just like modelling. Level-design is the use of these things to create a playable (and hopefully fun) result.
Posted 18 years ago2006-03-16 19:46:12 UTC
in Tutorial Skinning ( And something else ) Post #168826
It allows you to easily create .vtf files from .tga files, and to make the .vmt's easier to create as well by giving you all the available options as choises already.

You would need to know something about the options though, otherwise it's still abracadabra... ;)
Posted 18 years ago2006-03-16 19:00:24 UTC
in GoldSource Mapping Tips Post #168818
Good thing. I'd also recommend using height to your advantage when designing the maps layout. Why fight on the same level in a 3D world? You can use height to give players advantages or disadvanteges. Fighting on multiple height levels adds more variation to levels and keeps players alert in such area's.

As for corridors, these should serve a gameplay purpose as well. For me, they're basically connections between combat zone's or area's of interest. I'd keep them short, at best about a 2 - 3 seconds long, so players won't waste much time travelling from one good fighting scene to another one. Combat in simple corridors often isn't very interesting, but that's not their purpose either.
Of course, that doesn't mean every corridor should be that short and simple - adding some pillars for players to take cover can live them up greatly and bending a path somewhat or branching often works well.
You may want to keep the number of routes down a bit - sometimes a route is just too similar to another one: both take the player from area A to area B. When only one route is used, you may want to cut out the other. Keep It Stupid Simple. Players will appreciate it when the map becomes easier to learn. Landmarks serve that purpose greatly, too. :)
Posted 18 years ago2006-03-16 12:29:52 UTC
in HL Screenshots Post #168688
That's because we don't know a way to make HL save screenshots as .jpg automatically. I don't think HL can.

HL2 does though, and even lets you set the quality for them, but hey... ;)
Posted 18 years ago2006-03-16 07:42:33 UTC
in AHHHHHHHH!! This is ticking me off! Post #168616
So, a leak ah? What I usually do in such situations is hiding every entity in the map (selecting them all from the entity report/manager/whateverit'scalled in Hammer) and then flying around it in the editor.
If you compile often enough, you can usually pinpoint the leak to the part you added last, so it shouldn't be too much work finding it then.
Posted 18 years ago2006-03-16 07:39:55 UTC
in overkill? Post #168615
Yeah, get some. :)
Posted 18 years ago2006-03-16 07:37:55 UTC
in HL Screenshots Post #168614
Xat is also a nice tool when working with jpegs - it's specialized in optimizing them. Both Xat and IrfanView allow batch processing though, so for your sake you're fine with either of them.
Posted 18 years ago2006-03-16 07:28:35 UTC
in Mapping vs Modelling *ding* FIGHT! Post #168613
I prefer doing everything myself too, but at some point, when production times just become too long and/or your skills fall short, it really becomes interesting to ask a texture-artist or modeller. Same goes for modelling - if you're good with meshes but horrible with animations, it's only normal to ask a friend to animate your model. Nothing lazy in there.

I actually think it would allow interesting developments if mappers adopted a habit of asking texture-artists more. The overload of all-too-similar looking maps would certainly become less of a burden. Especially with Source and newer engines the amount of work to get the most out of it becomes overwhelming.
Posted 18 years ago2006-03-15 23:02:13 UTC
in AHHHHHHHH!! This is ticking me off! Post #168551
Why the mad answer? You weren't really clear in your previous post, which makes it difficult for us to help you...
Posted 18 years ago2006-03-15 23:01:00 UTC
in Mapping vs Modelling *ding* FIGHT! Post #168549
Just personal preference. I like both, actually, I think the only difference between them is basically the tools you create them with and the scope of them. You can use models as level parts just as well, and with some more specialized processing they suddenly become maps...

Quite some of the things you mention aren't really true, bytheway.
No specialization in mapping? How about the design part, lighting, architecture, art (after all, creating textures is for mapping what skinning is for modelling)?
Mapping all done by yourself? Reality is quite different in the bigger companies. Often multiple persons work on a single map in sequence.
No modelling limits? Sure are. Just as with mapping, this depends on the engine you're using.
You can request maps. There's people being paid for mapping.

So, in the end, I don't see a reason to fight, having experience with both. :)
Posted 18 years ago2006-03-15 22:53:19 UTC
in Getting Custom Models To Work Post #168547
Those models were just cut from the game. Happens all the time - stuff gets made but for some reason it doesn't get into the game. Time constraints, design issues, whatever...

To use them as actual enemies, you're going to have to do quite some coding. Not something I'd attempt with your experience level. It may be a nice challenge on the other hand... you decide... ;)
Posted 18 years ago2006-03-15 22:10:32 UTC
in A big feeling of running a map Post #168538
Compile times of a day or more are possible, though only for either very complex and large maps, or very unoptimized ones...
So I assume you're having trouble with optimizing your map for compiling. Check zombies Optimizing page for some good info on that.
Posted 18 years ago2006-03-15 21:14:06 UTC
in AHHHHHHHH!! This is ticking me off! Post #168533
I didn't take a look at your map, but fullbright often indicates a leak. Did you see anything about leaks in your compile log?
Posted 18 years ago2006-03-15 21:11:55 UTC
in Source vs Halflife 1 Post #168531
Yay, I'm busy modelling some props for dm_mudanchee again!

Thanks for the inspiring thread, people. One of the things that finally got me going with this map again after 2 or 3 months... :)

//CP prepares for test-run...
Posted 18 years ago2006-03-15 21:05:25 UTC
in using other mod textures in hl Post #168530
HL under Steam uses .gcf's, TigerStar... so yes, check out CS:CS'z .gcf files.
Posted 18 years ago2006-03-15 14:54:42 UTC
in Source vs Halflife 1 Post #168461
That's where modelling comes in. I learned it back in the HL days and it serves me well for Source mapping.

For me, Source is better - it allows more and is more challenging. Not only the technical difficulties but also the additional things you learn to value, like the planning stage and such. Inspiring stuff.
Then again, I'm not the kind of person that goes with the default stuff - I'd create my own models and materials when possible. Takes more time but it's rewarding as well. :)
Posted 18 years ago2006-03-15 13:27:55 UTC
in Hypnotic Chooks Post #168442
That's some food for thought indeed...