TWHL SPACE STATIONS Team Mapping! Created 10 years ago2014-01-29 03:12:36 UTC by Dimbeak Dimbeak

Created 10 years ago2014-01-29 03:12:36 UTC by Dimbeak Dimbeak

Posted 10 years ago2014-02-06 12:57:47 UTC Post #317777
I've never actually tried the arch tool, except for a few experiments years ago where I deemed it too unpredictable because I didn't really know what I was doing.
For arches I make two cylinders, one inside the other to the width I want then create a cube and VM it into the first gap, duplicate it and repeat around a full quarter, then duplicate that quarter four times and finally remove the original cylinders, leaving just the disc of blocks.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-06 13:40:01 UTC Post #317781
Me neither Archie until the last year or so, but now it is one of my very-favorite tools in Hammer.

I remember Soup talking about the wonders of the Arch Tool years ago, but i'm set in my ways and a late adopter... of everything :P

But yeah, most tools in hammer have their uses, from general to very specialized, except i still haven't found a use for Carve..

And yeah, the quarter method is also pwn for anything symmetrical :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-06 14:22:59 UTC Post #317782
I use the arch tool fairly often, but I rarely use it for anything other than making full circle hollow cylinders, or as a starting point for circular holes in walls. While it has the power to make things like spiral staircases, I tend to prefer the control associated with manually creating them, especially since sometimes the arch tool doesn't create fully symmetrical shapes.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2014-02-06 16:04:00 UTC Post #317784
I use carve only to punch a square into a wall from time to time. I'd never carve anything angular ever again.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-06 16:36:37 UTC Post #317785
I only use carve to hollow out spheres. Jk, jk...
Posted 10 years ago2014-02-07 01:24:59 UTC Post #317804
I love the arch tool :)
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-02-07 07:19:40 UTC Post #317805
Archie the arch.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2014-02-07 08:42:51 UTC Post #317806
I use the arch tool for everything. I don't know how anybody could survive without it :confused:
Naturally it took a while and plenty of tinkering to figure out precisely how it worked, but once you do, you'll never go back.

And I haven't carved in a long time. I prefer just making my walls/etc out of multiple brushes (perhaps through shift-dragging and resizing), since same effect + completely predictable/controllable result.
Jessie JessieTrans Rights <3
Posted 10 years ago2014-02-07 16:53:47 UTC Post #317811
Has anyone got started yet?

Excuse the placeholder textures, I'm going to try to recreate some of the default KSP textures later on:
User posted image
User posted image
So far this is all I really have done, it's the hub of the station.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2014-02-07 18:32:52 UTC Post #317813
I have not started yet, but I will very soon. :)
That looks great, TJB.
Posted 10 years ago2014-02-07 22:08:36 UTC Post #317816
Ctrl+L and CTRL+I are your very-good friends, nice work! =P

I worked on some similar, pipey-tomfoolery, for the latest mapping contest over at GB.

Ooh and btw, there is something wrong with your Hammer, your NODRAW textures say NULL?! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-07 22:20:55 UTC Post #317817
A combination of the fact that I currently don't have Source SDK installed, and the greater difficulty in making textures for Source, means that at the moment I am making it in GoldSrc Hammer. I'll port it over at some point later on.

And your map there looks very nice. This map is showing me why I've never before attempted to make a hollow tubey structure that looks good inside and outside.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2014-02-07 23:17:19 UTC Post #317818
It's going to be quite a challenge to pull off that construction in GS, but it is doable, 'specially if you intend to port it later on. Maybe try building it in Sledge? ;)

Textures are if anything easier to make for Source imo, since i'd prefer to use VTFedit over Wally any day, but if you don't have the SDK...

OH BTW, I was going to build the Tantive-inside-the-Star-Destroyer map we discussed for the GB contest, but i didn't think i'd be able to pull it off in 10 days before the end of the contest :glad:

You ever try out the CSGO SDK?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-08 13:29:35 UTC Post #317821
I got started. I think I know what module I want to make... screenshots pending since I haven't put too much into it beside some basic hull elements.

Edit

Skrenez.
User posted image
User posted image
I'm wondering if everything will link together like the rooms project did. airlocks make good level changes ya know.
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-08 18:26:17 UTC Post #317828
I can has those dev texers please?
Posted 10 years ago2014-02-08 21:17:50 UTC Post #317829
NO YOU CAN NOT HAS! lol.

Someone around here made a version of the dev wad that has a ton of colors. I only made a few.

I have just too many questions about this project.

Is there a communal skybox that we will use so it all looks like one or is it a free for all?

How important is zero gravity? Spirit can create zero grav areas that can help with that. If this is all compiled into a single mod like "Rooms" we could do that, for gold source anyway...
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-08 22:01:36 UTC Post #317830
How important is zero gravity? Spirit can create zero grav areas that can help with that. If this is all compiled into a single mod like "Rooms" we could do that, for gold source anyway...
Your level has to be navigable with sv_gravity set to "20."
Is there a communal skybox that we will use so it all looks like one or is it a free for all?
This is all going to be one map, keep that in mind, so I'll set up a skybox when I add all of the space stations together in one big map.
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2014-02-08 22:04:00 UTC Post #317831
Maybe I will build a base on an asteroid :o
what do u think??
Posted 10 years ago2014-02-08 22:47:47 UTC Post #317832
I think that's a cool idea, ninja! If you think it'll work, and it's not bigger than the size limit!
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2014-02-08 22:55:20 UTC Post #317833
What if my module uses its mining laser on Ninja's asteroid?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-09 18:05:00 UTC Post #317845
Rimmy makes the best DEV textures =)

Those colored ones i made from your white development base were awful, so i don't use them anymore.. i'm hopeless at creating textures ;)

Are these free use Rim, or will you slap my pee pee again for releasing WIP maps using them?

Dimbark: Still patiently waiting for an airlock :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-09 18:10:30 UTC Post #317846
Dimbark: Still patiently waiting for an airlock
I do believe Archie made a good connector/airlock!
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2014-02-09 18:14:27 UTC Post #317847
Ok, i think i'll just make my own then :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-09 19:21:43 UTC Post #317848
Dev textures are free use and... what?
Rimrook RimrookSince 2003
Posted 10 years ago2014-02-09 19:33:11 UTC Post #317849
Remember, you slapped my pee pee for using your white DEVELOPMENT texture in my WIP screens? You said something like:
Ok bro, can i have my DEV texture back now?
I took that to mean you didn't want me using it anymore ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-09 19:47:31 UTC Post #317850
Okay im joining in the fun and starting tomorrow :)
rufee rufeeSledge fanboy
Posted 10 years ago2014-02-11 15:39:37 UTC Post #317890
I made some docking rings. When this gets ported to Source, Propper will likely be very helpful.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2014-02-11 18:11:21 UTC Post #317892
Those look great TJB, well done!

BTW, if someone has recent experience using Propper!, if you could write me a quick/dirty tutorial for it's use and getting the models into EP2, it would be very-much appreciated!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-11 18:35:31 UTC Post #317894
Modelling is such a PITA :-(
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-02-11 19:03:53 UTC Post #317896
Maybe Source 2 will help to bridge that gap, with func_model or something? (i know there are func_lod, but that still deducts from your brush budget, afaik?)

Either way, i really need to get my butt in gear learning Blender... ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-02-11 19:27:16 UTC Post #317897
I've used propper to 'modelfy' this:
User posted image
But that was done with the 2007 engine version that propper works with, long before the steampipe update. I've read that propper doesn't work very well or at all with the current engine versions. 2009 may work, but 2013 is a no-go for Propper at the moment, unless you apply some clever hacks.

Info's and how-to's here: https://developer.valvesoftware.com/wiki/Propper
Posted 10 years ago2014-02-11 20:27:07 UTC Post #317898
Yeah, that's kinda what i thought Muzz, so i'm not going to mess with Propper! anymore, unless we get a patched version from the author himself...

Anyhoo, so long as Dim makes use of level changes, we should have no problems keeping small details like that simple brush entities ;)

BTW Muzz, have you ever fucked around with func_lod?
Captain Terror Captain Terrorwhen a man loves a woman
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