small idea

small idea

Re: small idea Posted by Junkyard God on Fri Sep 9th 2005 at 5:41pm
Junkyard God
654 posts
Posted 2005-09-09 5:41pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
hey, Paladin[NL] ( Coen ) gave me a neat idea for how to continue my hl2 mapping untill i get a better computer, he suggested just prefabbing stuff, making hall ways, outdoor sets, small parts of maps realy ( like one room bits ) untill i get a new pc, as i didn't come up with the idea i though other people might have the same problem as me and also not have a clue what to do :o , wanting to map for hl2 but realy not having the pc to handle it yet.

As i'll have a better pc soon i can now just make prefabs and import stuff from those into maps when i get a new pc.

hope this helps someone, don't flame me for posting it, i'm sure there's other people there on a level design break or still mapping for HL1 just becouse of a low spec pc.

thanks Paladin[NL] :smile: i'm happy mapping now xD
Hell, is an half-filled auditorium
Re: small idea Posted by Captain P on Fri Sep 9th 2005 at 9:05pm
Captain P
1370 posts
Posted 2005-09-09 9:05pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Use visgroups in Hammer to hide parts of the map. That should be a lot better than prefabbing all your stuff... :wink:

Or just stick to creating rough layouts that you detail later on your better PC, and do some small detail maps as a reference.

EDIT: You Dutchies have some contact with each other or so? Maybe you could hook up with my crew, a 5 or so Dutch mappers...
Create-ivity - a game development blog
Re: small idea Posted by pepper on Fri Sep 9th 2005 at 9:38pm
pepper
597 posts
Posted 2005-09-09 9:38pm
pepper
member
597 posts 80 snarkmarks Registered: Feb 25th 2004 Location: holland
Yes sire, standing bye :lol:
RUST Gamedesign
pepper design

The strength of the turbulence is directly proportional to the temperature of your coffee.
Re: small idea Posted by BlisTer on Sat Sep 10th 2005 at 1:52pm
BlisTer
801 posts
Posted 2005-09-10 1:52pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
make that Benelux ? :smile:
These words are my diaries screaming out loud
Re: small idea Posted by Junkyard God on Sat Sep 10th 2005 at 4:39pm
Junkyard God
654 posts
Posted 2005-09-10 4:39pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
we used to play cs with eachother and for some very silly coincidence i saw his name on the members lsit once and pmed him -_- , very odd :smile: what is this group you speak of kapitano P ? :smile: i would join -_- :biggrin:
Hell, is an half-filled auditorium
Re: small idea Posted by mazemaster on Sat Sep 10th 2005 at 4:46pm
mazemaster
890 posts
Posted 2005-09-10 4:46pm
890 posts 438 snarkmarks Registered: Feb 12th 2002
Its all about the visgroups. My comp stalls when I have more than a couple buildings visible at any given time.
http://maze5.net
Re: small idea Posted by Captain P on Sat Sep 10th 2005 at 5:25pm
Captain P
1370 posts
Posted 2005-09-10 5:25pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
<div style="text-align: justify;">Benelux? Sure. :smile:

I started building a Dutch site some month ago, stopped with it due to
a lot of other projects, but I hope to continue it these days. But
we've
got a little forum for over a year now, so if you're interested, here
it is: CPCP
forums
. There's a few HL mappers around and occasionally a CSS
mapper drops by. I'm mainly going for HL2DM/HL2, another guy likes DoD
and models... quite the different group, but hey, it's fun. :smile:

</div>
Create-ivity - a game development blog
Re: small idea Posted by Junkyard God on Sat Sep 10th 2005 at 5:59pm
Junkyard God
654 posts
Posted 2005-09-10 5:59pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
*signs up :biggrin: *
Hell, is an half-filled auditorium
Re: small idea Posted by Forceflow on Sat Sep 10th 2005 at 6:14pm
Forceflow
2420 posts
Posted 2005-09-10 6:14pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Belgium - woojay.

Yes, using visgroups (and I mean a lot
of visgroups) is the key. Ever tried to load the CS:S example map
de_cbble with all the visgroups visible ? I did. I couldn't move my
mouse pointer for like 30 seconds ...

Another good thing is to limit the amount of undo's Hammer saves. Don't cut it too short, you might need them.
:: Forceflow.be :: Nuclear Dawn developer
Re: small idea Posted by Myrk- on Sat Sep 10th 2005 at 6:29pm
Myrk-
2299 posts
Posted 2005-09-10 6:29pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Dunno if anyone has said, but you can still map with hammer 3.4 for HL1, then import it and retexture it all. Its quite simple, and you should know by now that most textures are gridded onto 512x512 etc grids, with details also appearing at 128 up the texture etc.
-[Better to be Honest than Kind]-
Re: small idea Posted by Junkyard God on Sat Sep 10th 2005 at 6:34pm
Junkyard God
654 posts
Posted 2005-09-10 6:34pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
i don't want my maps looking like HL1 and i want to get a feel for the new editor a bit. :wink:
Hell, is an half-filled auditorium
Re: small idea Posted by Myrk- on Sat Sep 10th 2005 at 6:50pm
Myrk-
2299 posts
Posted 2005-09-10 6:50pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Dude its the same god damn game but with models and a few extra effects. The editor is identical apart from a few renames and the new displacement tools. Its not that different. I'd suggest using HL1 mapping layouts, make your map kickass for HL1, then when you get it into HL2 soup it up. HL2 mapping is the same process I find, except you gotta go further now. You can always use HL1 to go most of the way.
-[Better to be Honest than Kind]-
Re: small idea Posted by Junkyard God on Sat Sep 10th 2005 at 8:13pm
Junkyard God
654 posts
Posted 2005-09-10 8:13pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
i could make it like you said, make a base first, but i hate leaving all the detailing to the last part, i always work in small section,s otherwise the detailing gets a bit boring imo.
Hell, is an half-filled auditorium
Re: small idea Posted by Captain P on Sat Sep 10th 2005 at 9:01pm
Captain P
1370 posts
Posted 2005-09-10 9:01pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I used to work like that, BioPulse, and all too often I ended up with
nice looking, loose parts that I just couldn't connect right. Give it a
try, draw a layout and swap down a few basic looking brushes. Play it a
few times, change the things you think aren't gonna work (in
HL2DM, movement is slow and sprint power runs out quickly so I
found some paths in the map I'm working on were just too long -
something I wouldn't have liked to find out after 3 months detailing...)
.

During that stage, surely make some small detail test maps to get a
right mood and look for the map. Once the layout works, mix those
things in and start finalizing. Much more chance of a good-looking and
more important, well-working map.

It's just something to get used to, I think. :smile:
Create-ivity - a game development blog
Re: small idea Posted by Junkyard God on Sat Sep 10th 2005 at 9:14pm
Junkyard God
654 posts
Posted 2005-09-10 9:14pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
i draw out my maps etc. , and make small logical sections out of it, detail one section and test it, then make the next section and detail it , test the together etc.etc., but maybe i should work liek you mentioned, but for now big compiles are out of the question anyway :smile: so i'll just be rpe - fabbing practicing and learnign new stuff
Hell, is an half-filled auditorium
Re: small idea Posted by Captain P on Sat Sep 10th 2005 at 9:17pm
Captain P
1370 posts
Posted 2005-09-10 9:17pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Oh, that's fine. Learning a new engine takes some time anyway so that isn't really lost time, I think.

What sort of map is it going to be then?
Create-ivity - a game development blog