Freefall's mapping shenanigans

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FreeFall89
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Freefall's mapping shenanigans

Post by FreeFall89 »

Hey guys, I'm going to start my own little place of mapping palooza here :p I'm kinda new to the SDK, I know my way around it, thanks to youtube and the help of Maestro Fénix :D

Now, I'm trying to make a go from point A to point B map, Where you start in a house you managed to break in during a zombie attack (wow sure is original) and navigate your way trough other houses and other places I didn't think of yet :p just to keep it a bit 'simple'.

So far I got the first floor done of house you start at, I'm quite pleased with the dimensions of the rooms which took me some time to get right, but I guess I'll get a feel for that by time..

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And so my journey continuous..
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Re: Freefall's mapping shenanigans

Post by Andrax17 »

I would suggest having nodraw as default texture, this way you wont have a lot of work nodrawing unnecessary areas. You can just make all blocks nodraw and then only texture sides that are visible to players, nodraw everything that isnt visible.
FreeFall89
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Re: Freefall's mapping shenanigans

Post by FreeFall89 »

Andrax17 wrote:I would suggest having nodraw as default texture, this way you wont have a lot of work nodrawing unnecessary areas. You can just make all blocks nodraw and then only texture sides that are visible to players, nodraw everything that isnt visible.
Will do, thnx for the tip man :3
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Re: Freefall's mapping shenanigans

Post by MaestraFénix »

He´s completely new in Source, i have to send to him ALL the video tuts abouts Hammer (and probably about how models work in Source).

(He comes from UDK).
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FreeFall89
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Re: Freefall's mapping shenanigans

Post by FreeFall89 »

Hey guys, been working on my thingy again today..
Got the first and second floor all layed out, so I started to make it look like something decent :p

Here's what I got so far.. the garage.

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Re: Freefall's mapping shenanigans

Post by LivingWithGames »

Good beginning.
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Re: Freefall's mapping shenanigans

Post by FreeFall89 »

some more :p

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Re: Freefall's mapping shenanigans

Post by MaestraFénix »

Looks like that if you know use UDK, you know use Source SDK XD. Very good.

Also, talking about UDK, for what game you used it? UT2004, Killing Floor maybe?
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FreeFall89
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Re: Freefall's mapping shenanigans

Post by FreeFall89 »

Maestro Fénix wrote:Looks like that if you know use UDK, you know use Source SDK XD. Very good.

Also, talking about UDK, for what game you used it? UT2004, Killing Floor maybe?
Used it for my own little projects and what not :p Mainly started using it because of school
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Re: Freefall's mapping shenanigans

Post by destiny »

img with toilet makes me think the guy had explosif diarhea.
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Gary
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Re: Freefall's mapping shenanigans

Post by Gary »

What exactly possessed you to start using the SourceSDK?

Though, for being new to it, your doing pretty well.
FreeFall89
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Re: Freefall's mapping shenanigans

Post by FreeFall89 »

Gary wrote:What exactly possessed you to start using the SourceSDK?

Though, for being new to it, your doing pretty well.
Just out of interest :p
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Re: Freefall's mapping shenanigans

Post by fug4life »

Everything going on here looks good!

Five quick hammer tips.

*Stay on grid (snapped to grid)*

*Work in the power of 2 (2,4,8,16,32,64,128,256,512,1024,2048,etc)*

*Hint brush, <-learn how to use*

*func_detail is your friend*

*Tools\Transform (Ctrl+T) rotate with this for brushes*
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Re: Freefall's mapping shenanigans

Post by Gary »

The "stay snapped to grid" thing I never got, why should I or anyone do this?

Not questioning you skills, just wanna know why.
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Re: Freefall's mapping shenanigans

Post by z33ky »

Valve splits visleaves every 1024 units, one of the grid-guides represents these exact lines.
Apart from that I don't think there's anything wrong with going off the grid within these constraints.

Code: Select all

while(!bugQueue.Empty())
{
	featureList.Insert(bugQueue.Pop());
}
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