Professional architect mappers Created 18 years ago2006-01-03 00:38:11 UTC by satchmo satchmo

Created 18 years ago2006-01-03 00:38:11 UTC by satchmo satchmo

Posted 18 years ago2006-01-03 00:38:11 UTC Post #155898
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-03 13:00:37 UTC Post #155993
Wow. The HL1 pic at the end of the first page looks impressive for the engine.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-03 13:11:23 UTC Post #155994
those picts are impressive, especially the source ones, they pwn!
Posted 18 years ago2006-01-03 13:45:52 UTC Post #155996
Neat! I'm going to take a look at it, and I'll try to join somehow :D
Posted 18 years ago2006-01-03 14:03:31 UTC Post #155998
: I honestly don't see whats so good with those maps? The architecture for the HL2 maps are not that impressive!
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-03 14:06:54 UTC Post #156001
I didn't think so either. I was lookin at the HL1 maps. :D
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-01-03 14:07:07 UTC Post #156002
Some of those modern-looking buildings were made in 1929 for example. They were a great deal back then, and now they serve as a reference. Most of the things we map would be impossible to build in real life, or too expensive...
Posted 18 years ago2006-01-03 15:07:04 UTC Post #156015
I don't understand how to download the tutorials. :S

Edit: Just noticed the HL1 screenies, and I say; :o
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-01-04 17:52:54 UTC Post #156202
Hello!
Archlife is my blog about modern architecture + halflife
It's not possible to download the tutos nor Vals map now because the link is not working. If you're interested, I can send them to you via Email.
The point in ArchLife is not to create INCREDIBLE OUTSANDING HL maps, but to discover existing buildings by visiting them in HL engine. I haven't seen any building I modeled in Worldcraft/Hammer in real but after having fought sooooo many times inside them I know them better than anybody.
As a professional architect, I used the HL engine to explore new designs during the sketch level and I must say this was pretty efficient...
When I see a building now, I can't stop myself thinking about its 'fightability' :biggrin:
Posted 18 years ago2006-01-04 17:57:22 UTC Post #156203
Sweet!
We got a professional architect at TWHL!

PM's 7th

I'm very impressed of your maps.

I bet Rimrook would like you site
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-01-04 18:14:43 UTC Post #156204
Hey, i'll also be a professional architect in 3 years or so, hehe.
So far I've modelled Le Corbusier's Tokyo Museum of Western Arts, Mies Van der Rohe's Farnsworth house and I'm currently working on Wright's Fallingwater House
I also use Hammer for my projects. It lets us see things right away. It's also much faster than any CAD or 3Dstudio thingy. :)
Posted 18 years ago2006-01-04 18:21:43 UTC Post #156205
And TWHL will be a place for famous people and freshed and I will be kicked out. :(
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-01-04 20:50:54 UTC Post #156247
Yep, can't wait!!! :D

j/k
Posted 18 years ago2006-01-04 22:04:33 UTC Post #156254
I also use Hammer for my projects. It lets us see things right away. It's also much faster than any CAD or 3Dstudio thingy
... with the added advantage that you can export to DXF if you really need to take it further in CAD. ;-)
Posted 18 years ago2006-01-04 22:06:59 UTC Post #156255
I like using Hammer to make stuff. Its so much easier than some of those CAD programs. And some of those are sooo expensive...and Hammer is free. Plus you can load it into a 3D engine and walk around with lighting and phsysics :D
Posted 18 years ago2006-01-04 22:11:23 UTC Post #156256
Kasperg, I am curious on whether you ever plan to make the Getty Center in Los Angeles using the Source engine. It's a real architectural spectacle.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-04 22:54:43 UTC Post #156263
you know you want to...

pleeease

its called the National Center for Atmospheric Research.. it would be so cool to see in HL1 form..

By the way, each paragraph is a seperate link...

its such a cool building... MAKE IT!

This is a page with its information

National Center for Atmospheric Research...
yeah, i couldn't find a plan or anything.. but if you can find more reference shots, it would make a damned cool map.

also, im downloading design workshop lite so that i can take a look around the 3D model.

although, i'm a little worried considerign the help file alone is a seperate download of 4mb
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-01-04 23:19:32 UTC Post #156269
Design workshop lite is fairly easy to use if you just want to look at the 3d models (I assume the ones from www.greatbuildings.com)
I'll take a look at those buildings, but my main project right now is Kaufmann House.
My other source map (the one based on Piranesi's drawings) will have to wait until vALVE fixes the editor (it crashes because of the NPCs).
Posted 18 years ago2006-01-05 01:10:23 UTC Post #156272
For some reasons, the lighting effect in these 3D architetural programs are not realistic. HL1's engine renders light and shadow much better, even though it's old technology.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-06 22:14:57 UTC Post #156574
I know this ccould belong to the "Current Projects" thread, but I also belongs here.
Once again, some progress on Frank Lloyd Wright's Kaufmann House:

[img=http://img355.imageshack.us/img355/2087/screen36hp.th.jpg]

[img=http://img229.imageshack.us/img229/9966/screen10pe.th.jpg]

[img=http://img229.imageshack.us/img229/5879/screen29sz.th.jpg]
Posted 18 years ago2006-01-07 04:49:01 UTC Post #156593
National Center for Atmospheric Research...
yeah, i couldn't find a plan or anything.. but if you can find more reference shots, it would make a damned cool map.
This is close to my house ;x - Perhaps one day I will take reference for anyone interested in constructing it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-01-07 15:38:17 UTC Post #156717
Kasperg, your Kaufmann house looks beautiful. I love it.

However, the rocky cliff texture in screenie #1 looks really distorted and stretched somehow. I am sure you'll get around to fixing that.

Make sure you make it available for downloading once you're done with this project. My brother is an aspiring architect too, even though he works as an attorney during the daytime.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-07 15:52:04 UTC Post #156720
Dont worry, that cliff was just there to give me an idea of the space. I need to redo it, just the way I remade the waterfall part of the map, as seen in the following screenshot. (water is just a quick photoshop brushwork)

http://img447.imageshack.us/img447/3549/moretrees0kl.jpg
Posted 18 years ago2006-01-07 16:12:05 UTC Post #156727
Looks terrific, but please stop linking to my.php?imagestuff (link directly to the image, as you did that last time!), and sort out the bbCode!

Those trees look a teensy bit funny.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-07 16:22:58 UTC Post #156729
There about 6 options to choose in imageshack, which one should I pick? I used to get it right but I dont know whats wrong.
Anyway, all of the trees are from HL2, but the higher ones are just one flat texture. I need tall trees but the tallest ones in HL2 are corrupted in the beta.
Posted 18 years ago2006-01-07 16:24:25 UTC Post #156730
The falling er, water, looks great. Looking very nice!

Use the last option (direct link.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-01-07 16:33:40 UTC Post #156732
The waterfall picture looks stunning. If I squint, I could almost pretend I'm looking at a photograph of the actual house. :)
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-07 16:38:30 UTC Post #156733
Framerates might be a problem after the map is finished. From where that picture was taken, I get about 25-28 fps. And the house still doesnt have almost any furniture inside. Maybe it's time to learn how to model. Is there a way to put models inside a BSP file? that would be so neat...
Posted 18 years ago2006-01-07 16:52:04 UTC Post #156735
I think there is a way to include custom models in .BSP. I've seen other people do it in their HL2DM maps. But I don't know how it's done.

Framerates is irrelevant, because it's not really for gameplay anyway. You can always use a bunch of hint brushes and areaportals to optimize it, of course. And the props can be optimized by changing their viewing distance and by using occluders.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-07 16:56:48 UTC Post #156736
You can put anything in a BSP using bspzip.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-07 18:56:21 UTC Post #156753
Does that include Hl1?(placing stuff in a BSP(I know how to do it with textures))
Posted 18 years ago2006-01-07 19:16:09 UTC Post #156758
looks great Kasperg
Posted 18 years ago2006-01-07 19:20:52 UTC Post #156760
@Seventh: PakRat is a good tool for that as well. Automatic scanning and all... :)

@Kasperg: looks good mate. Nice replica of the picture you showed me. I think the change in lighting direction comes off well, but your map lacks the color diversity of the original pic. But that could get hard to do without decent textures...
Posted 18 years ago2006-01-08 15:09:02 UTC Post #156897
This is close to my house ;x - Perhaps one day I will take reference for anyone interested in constructing it.
oh please! that'd be brill
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-01-12 15:07:31 UTC Post #157613
Teaser screenshots that show my efforts are directed to both the outside and inside of the house. Estimated time to map completion is unknown. If people ask me to do so, I might make a CS:source hostage rescue version of the map, and maybe a snowy winter version :)

http://img478.imageshack.us/img478/2956/llegada3hu.jpg

http://img478.imageshack.us/img478/3920/room37qa.jpg

http://img474.imageshack.us/img474/2940/room26tc.jpg
Posted 18 years ago2006-01-13 14:28:56 UTC Post #157738
That looks truly great. I love the fireplace.

And if you have the time, I would love to play cs_kaufmann in CS:S. :biggrin:
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-13 14:52:50 UTC Post #157740
r_speeds are probably through their fancy modern roofs.

awsome maps like that sometimes exculsive to lan centers, like some of my maps, but not so much anymore.
Rimrook RimrookSince 2003
Posted 18 years ago2006-01-13 15:46:32 UTC Post #157747
The current min FPS rate of the map is 20 fps from the corners of the map, looking at the whole thing. It improved when I deleted the provisional skybox, but it might drop a bit after the Guest Wing and real skybox are finished.
All of what I'm saying is with a P-IV 2 Ghz, 512 DDRAM, Geforce4 Ti 4200 (128 MB), so I expect it will run very decently in most computers :)
Posted 18 years ago2006-01-13 15:51:06 UTC Post #157750
Very well made, I love the way you made some furniture with brushes...I find it hard to make without it looking out of place among the model props.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-13 20:18:13 UTC Post #157812
I can't wait. My brother loves architecture too, and I'll show this to him when it's done.

What about the CS scenario? I was thinking:

Radical eco-terrorists have taken architectural graduate students hostage at the famous "Fallingwater" Kaufmann house. The S.W.A.T. team has arrived to rescue them and eliminate the extremists.

:)
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-13 20:32:33 UTC Post #157818
Thats a good background story, hehe. I dont know if would have to make a low polygon version, or maybe reduce the surrounding areas.
There are also some parts of the house which are not very easy to navigate (narrow halls, steep stairs) so I dont know how it could turn out with hostages etc.
Posted 18 years ago2006-01-14 00:07:18 UTC Post #157854
No worries. If anything, it'll be nice to look at.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-14 05:31:31 UTC Post #157874
Cool map, Kaspberg!
I'd like to play inside too!!! :P
Anyway, I had fps problem with my Barcelona Pavillion too, even if the geometry in itself was dead simple.
I'm quite sure the main problem with modern architecture is the multi-layering of transparencies (glass) and this creates a heavy load on the processor when you look through 2 or 3 glasses all of a sudden. Source is not optimized for glass architecture, but for opaque corridors-driven maps... and some big external maps, with just one water surface (if you have several water brushes at different heightlevels, for example, you have to rethink the map cleverly).

my 2 cents

btw, your Fallingwater is far above all the ones I've seen on the web so far (I've seen this http://www.187-j4ck4l.com/Q3Maps.html for Quake3 but it's too gamy and not realistic at all) :biggrin:
Posted 18 years ago2006-01-14 06:41:46 UTC Post #157884
by the way, Kaspberg...
I posted some of your images on my blog, just to showcase what can be achieved with Source and talent!
Hope you don't mind...

If other arch student mappers have some nice 'real modern or contemporary architecture' related maps with screenshots, I'd be happy to show them on my blog as well!!! coooooooooooool!!! :biggrin:
Posted 18 years ago2006-01-14 10:00:57 UTC Post #157891
Thanks ryo!

Yesterday I had to fight a "Cluster saw into cluster" error and I still havent solved it fully. Now I'm getting only two lines with that sentence in the compile log, which is better than the 10 lines I had at one point. Turning things into func_detail seems to solve the problem.
Today I saw the screenshot of the upcoming CS_militia, and I think those trees would look great in my map!
Posted 18 years ago2006-01-14 10:07:13 UTC Post #157893
That is impressive but those rock textures on the left are stretched...You would think Valve mastered displacements by now.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-14 10:30:05 UTC Post #157897
I guess so... but the map is not finished, right? I also have some displacement surfaces to fix. That's one of the problems of performance. DSurfaces with less triangles can often look wrong if you are not careful.
Posted 18 years ago2006-01-14 21:53:14 UTC Post #157981
The layout is finally complete, and the only thing left to do is some more furniture and adjustments in the lightmap scales.

http://img379.imageshack.us/img379/9679/novis0si.jpg

As you can see in the part with the stream, this screenshot was taken with a VIS-less compile. Still, the framerate in that exact spot is 19-20 fps, which is nice If you think that players dont need to see the whole map from that angle.
Posted 18 years ago2006-01-14 22:32:40 UTC Post #157985
Today I saw the screenshot of the upcoming CS_militia, and I think those trees would look great in my map!
You know, the funny thing is when I looked at the screenshot of de_militia, the first thing that popped to my mind is your "Fallingwater" map. I said to myself, "Wouldn't those tree models look great in Kasperg's map?" :)

And I almost cried when I saw your layout screenie. It's just so beautiful.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-14 22:44:14 UTC Post #157987
*Garg drools
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