HOW DO YOU

HOW DO YOU

Re: HOW DO YOU Posted by G4MER on Fri Nov 4th 2005 at 2:34pm
G4MER
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Posted 2005-11-04 2:34pm
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http://www.blizzard.com/ghost/images/artwork/ss017.jpg

Wait maybe this should be in the art, or HL2 editing.. admin move it if I posted this in the wrong place.
Re: HOW DO YOU Posted by ReNo on Fri Nov 4th 2005 at 2:48pm
ReNo
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You could use displacements to build one corridor "section", then
simply clone it along to get the length you desire. Additional details
such as the tendrils and slimey bits would probably have to be modelled
to be done well. Together with some shiney/slimey shader using custom
materials of course.

This is a pretty tricky post to categorise, as there is no "right"
answer and its more of a design discussion than technical problem. For
future reference though, your other question thread was more suited to
the editing problems forum (split into seperate posts of course - just
read the rules :razz: ). I don't think this is too badly placed :smile:
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Re: HOW DO YOU Posted by MisterBister on Fri Nov 4th 2005 at 3:05pm
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I agree with reno.
Re: HOW DO YOU Posted by Andrei on Fri Nov 4th 2005 at 4:41pm
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Or you could make the ribcage in 3dsmax and convert it to a mdl file
and just make the floor out of displacements. It would certainly
improve the map's performance.
Re: HOW DO YOU Posted by Crono on Fri Nov 4th 2005 at 5:26pm
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Who wouldn't agree with Reno? :smile:

I mean.

Who wouldn't agree with Reno on mapping?
Blame it on Microsoft, God does.
Re: HOW DO YOU Posted by ReNo on Fri Nov 4th 2005 at 6:08pm
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Damn you and that clarification, I was going to use your first
statement against you to make you agree the Xbox is a good console :razz:
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Re: HOW DO YOU Posted by Crono on Fri Nov 4th 2005 at 6:16pm
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I know. That's why I put it there. :biggrin:
Blame it on Microsoft, God does.
Re: HOW DO YOU Posted by omegaslayer on Fri Nov 4th 2005 at 6:35pm
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Damn you and that clarification, I was going to use your first
statement against you to make you agree the Xbox is a good console :razz:
Did something happen with the xbox? (besides the fact that microsoft is a money leaching monster)
Posting And You
Re: HOW DO YOU Posted by azelito on Fri Nov 4th 2005 at 6:50pm
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Did something happen with the xbox? (besides the fact that microsoft is a money leaching monster)
It was....... Made...?
"Azelito, stop being a f**king bitch. All I see you do is complain and insult people in your recent posts. We don't care, go find a razor you emo pansy..." -Windows98
Re: HOW DO YOU Posted by G4MER on Fri Nov 4th 2005 at 7:13pm
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Ive never used the 3DFX program, or a modeling program. but I agree I
think making it a model would help performance.. and then have the
section connected to a TECH like area.. and blend it in with brushes.

But the displacements sounds like something I could do.. I may give it a try..

If Fishy was around Id ask him to try and make the skeleton.. he is a great modeler.

yeah Id like to give this a try.. I think it would be pretty killer,
and with the right lighting and sound effects, pretty scary too.
Re: HOW DO YOU Posted by KungFuSquirrel on Fri Nov 4th 2005 at 8:24pm
KungFuSquirrel
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You don't use the Source engine to make it. Done! :razz:
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Re: HOW DO YOU Posted by ReNo on Fri Nov 4th 2005 at 8:45pm
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Oooooooh burn! I can't help but feel the professional industry has turned you into a bitter old man Andrew :razz:
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Re: HOW DO YOU Posted by KungFuSquirrel on Fri Nov 4th 2005 at 11:37pm
KungFuSquirrel
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Posted 2005-11-04 11:37pm
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Well, now that my playful jab is in, the explanation:

Displacements on this would seem to be suicide. They're handy, yeah, but certainly not intended for over half of what people seem to try and do with them and from what I've seen written in guides on how to do some of the advanced stuff the time involvement is simply not worth it ("this might take a couple hours" - WHAT??? :razz: )

If you want to build this in a level editor, you'd want to do it in D3 or a d3 engine title. You'd be able to pull off a lot of it by hand. But even given my preference for that technology, I still wouldn't try it myself. :smile:

That leaves modeling it. You could make some great modular chunks and string them together for a nice creepy, gooey tunnel :smile: This would drop into source or unreal easily, though I'd kill myself before trying to line up organic models without the ability to see anything other than a poorly aligned box in the grid views :wink:

So, in the end, you didn't build it using the Source engine, but all of the big 3 are still viable options for the finished product. :razz:
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Re: HOW DO YOU Posted by Nickelplate on Sat Nov 5th 2005 at 12:56am
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Here's how valve would do it. They would use a prop model and it would be COMPLETELY useless for any purpose other than this single hallway...
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: HOW DO YOU Posted by Madedog on Sat Nov 5th 2005 at 11:06am
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Haha..

Yoda say:

Had if I for time this, myself would it do I.

(remark: with displacements, they are very easy to render and just a nodraw cube around them would do it :smile: )
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: HOW DO YOU Posted by KungFuSquirrel on Sat Nov 5th 2005 at 5:07pm
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Here's how valve would do it. They would use a prop model and it would be COMPLETELY useless for any purpose other than this single hallway...
...your point? At best, you could do it in a couple modular sections, but the most effective translation would be a single-use piece. Even in SC:Ghost itself, it might be modular and dropped in where appropriate, but it'll probably be one tunnel.
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Re: HOW DO YOU Posted by Nickelplate on Sun Nov 6th 2005 at 12:34am
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My point is that I'm disappointed with the props system. Something horrible happened to the concept of "brushwork"
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: HOW DO YOU Posted by wil5on on Sun Nov 6th 2005 at 12:49am
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Posted 2005-11-06 12:49am
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Brushwork was always clunky, but back in 98 you could get away with it.

If you can make a complex object out of brushes, thats great, but a model will look better and run better.
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Re: HOW DO YOU Posted by Captain P on Sun Nov 6th 2005 at 9:39am
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That's not Valve's 'fault', it's the way games seem to evolve these
days. People aren't satisfied with blocky architecture alone anymore...

Anyway, modelling, definitely. It allows animations as well which can give some killer effects... :biggrin:

Oh, and KFS, people who go overboard with dismapping creating things
that takes hours... isn't that why some people say the devil is in the
detail? It's wasting time in general on details and unimportant
perfectionism, not specifically overestimating displacements, I think.
Create-ivity - a game development blog
Re: HOW DO YOU Posted by Crono on Sun Nov 6th 2005 at 9:50am
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Better than Ghost Recon. The entire maps are models. (Like BF, I think)

Which is why they can be so open and large.
Blame it on Microsoft, God does.
Re: HOW DO YOU Posted by wil5on on Sun Nov 6th 2005 at 11:10am
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BF is basically a flight sim engine... the map is a hires heightmap, with models for decorations. Good for vehicle-based gameplay, but it does seem a bit weird when youre on foot.
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Re: HOW DO YOU Posted by Pvt.Scythe on Sun Nov 6th 2005 at 7:07pm
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Well. Props are one of the reasons why I started learning modeling. If
you want anything complex it's easier to model it instead of fooling
around with brushes or displacement maps for hours and hours... Of
course it's not nescessarily as easy to model something as it is to
create it out of brushes, but gamers are more demanding these days.
It's all about great visuals...
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
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Re: HOW DO YOU Posted by KungFuSquirrel on Sun Nov 6th 2005 at 10:35pm
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Posted 2005-11-06 10:35pm
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My point is that I'm disappointed with the props system. Something horrible happened to the concept of "brushwork"
The entire point of props is for stuff just like this. Nothing "terrible" has happened to brushwork; all 3 major engines still use it and Source and Doom3 still heavily use it (particularly the latter). There are just things it can't do. This is one of them.
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Re: HOW DO YOU Posted by Nickelplate on Sun Nov 6th 2005 at 11:21pm
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I said "horrible."
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: HOW DO YOU Posted by mazemaster on Sun Nov 6th 2005 at 11:43pm
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This would drop into source or unreal easily, though I'd kill myself before trying to line up organic models without the ability to see anything other than a poorly aligned box in the grid views :wink:
Ahh, but you get the full 3D model in the 3D view though... You can also turn on the grid in the 3D view, so its not so bad.
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Re: HOW DO YOU Posted by Nickelplate on Mon Nov 7th 2005 at 12:47am
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You know when i used to map for Quake2, the editor, Qoole, would display a full wireframe of every model in the grid views... Why cant we have this today? No one knows.
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: HOW DO YOU Posted by ReNo on Mon Nov 7th 2005 at 1:31am
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Hammer is about the only editor you'll find that doesn't support that these days :sad:
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Re: HOW DO YOU Posted by KungFuSquirrel on Mon Nov 7th 2005 at 2:39am
KungFuSquirrel
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Posted 2005-11-07 2:39am
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You know when i used to map for Quake2, the editor, Qoole, would display a full wireframe of every model in the grid views... Why cant we have this today? No one knows.
I bitched about that constantly to auto when 3.3 or 3.4 or whatever beta version it was added the model support for HL. Source is indeed the only engine whose editor won't give you that courtesy.
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Re: HOW DO YOU Posted by G4MER on Mon Nov 7th 2005 at 1:36pm
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Posted 2005-11-07 1:36pm
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Is there another tool, as easy to use as HAMMEr that does allow you to map for HL2 games?
Re: HOW DO YOU Posted by Captain P on Mon Nov 7th 2005 at 8:44pm
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Nah, I don't have trouble with the missing wireframes in the 2D views.
Could easily become way too cluttering and I don't really like having
to create more and more visgroups to continually switch between. Only
thing is, their 'bounding' box changes when you rotate them and I think
if that's changed, rotating and moving models would become much easier
in the 2D views without cluttering the view.
Create-ivity - a game development blog
Re: HOW DO YOU Posted by Nickelplate on Mon Nov 7th 2005 at 8:53pm
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MoneyShot said:
Is there another tool, as easy to use as HAMMEr that does allow you to map for HL2 games?
Not as easy to use, but there's that "radiant" crap that doesnt display all 4 views at the same time... Dang I hated that...
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: HOW DO YOU Posted by KungFuSquirrel on Tue Nov 8th 2005 at 2:53am
KungFuSquirrel
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Bleh, you only need 2. I enjoy donating an entire monitor to a single grid view. :smile:

Don't get me started on how much more pleasant Radiant is than Worldcraft/Hammer :wink:

(although, the one with HL support was GTK, which I tend to avoid, too... so maybe we're on the same page there :razz: )
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Re: HOW DO YOU Posted by Gaara on Fri Nov 11th 2005 at 6:58am
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I can't wait to travel down that colon.
Reckless disregard for childrens well being, women and nothing but utter contempt for other cultures.
Re: HOW DO YOU Posted by ReNo on Fri Nov 11th 2005 at 2:08pm
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Reviving a 3 day old thread for that little comment eh? :razz:
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Re: HOW DO YOU Posted by G4MER on Fri Nov 11th 2005 at 9:45pm
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He just cant let it die.. I will do my best to make this. I am hoping a
modeler can make it though and it can be handed out to everyone to use
who wants too. I dont have any modeling tools yet. What should I get
that I can try?
Re: HOW DO YOU Posted by ReNo on Sat Nov 12th 2005 at 3:22am
ReNo
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I recommend 3D studio max personally, though whether or not you want to
hunt that down probably depends on your principles :wink: Softimage XSI is
the "official" modelling program for the source engine, and there is a
free version you can download legally to build models for it. Milkshape
is another alternative - it has a 30 day trial and is only about $20 to
buy, and while not hugely powerful in its range of features, is capable
enough for building prop models and is simple to learn.
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