Freefall's mapping shenanigans
-
- prop_static
- Posts: 65
- Joined: Sun Jul 24, 2011 1:01 pm
Freefall's mapping shenanigans
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
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..
And so my journey continuous..
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..
And so my journey continuous..
Re: Freefall's mapping shenanigans
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.
-
- prop_static
- Posts: 65
- Joined: Sun Jul 24, 2011 1:01 pm
Re: Freefall's mapping shenanigans
Will do, thnx for the tip man :3Andrax17 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.
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: Freefall's mapping shenanigans
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).
(He comes from UDK).
-
- prop_static
- Posts: 65
- Joined: Sun Jul 24, 2011 1:01 pm
Re: Freefall's mapping shenanigans
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.
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.
-
- npc_helicopter
- Posts: 932
- Joined: Mon Mar 15, 2010 2:21 pm
- Location: Peruibe , SP , Brazil
- Contact:
Re: Freefall's mapping shenanigans
Good beginning.
-
- prop_static
- Posts: 65
- Joined: Sun Jul 24, 2011 1:01 pm
Re: Freefall's mapping shenanigans
some more :p
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: Freefall's mapping shenanigans
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?
Also, talking about UDK, for what game you used it? UT2004, Killing Floor maybe?
-
- prop_static
- Posts: 65
- Joined: Sun Jul 24, 2011 1:01 pm
Re: Freefall's mapping shenanigans
Used it for my own little projects and what not :p Mainly started using it because of schoolMaestro 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?
- destiny
- Obsidian Premium
- Posts: 1906
- Joined: Thu Feb 19, 2009 12:33 pm
- Location: i forgot like always.
- Contact:
Re: Freefall's mapping shenanigans
img with toilet makes me think the guy had explosif diarhea.
Re: Freefall's mapping shenanigans
What exactly possessed you to start using the SourceSDK?
Though, for being new to it, your doing pretty well.
Though, for being new to it, your doing pretty well.
-
- prop_static
- Posts: 65
- Joined: Sun Jul 24, 2011 1:01 pm
Re: Freefall's mapping shenanigans
Just out of interest :pGary wrote:What exactly possessed you to start using the SourceSDK?
Though, for being new to it, your doing pretty well.
Re: Freefall's mapping shenanigans
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*
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*
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
Re: Freefall's mapping shenanigans
The "stay snapped to grid" thing I never got, why should I or anyone do this?
Not questioning you skills, just wanna know why.
Not questioning you skills, just wanna know why.
Re: Freefall's mapping shenanigans
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.
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());
}