Posted
2006-07-24 11:52pm
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Yeah, to make a map that stands out you definitely do need custom content, textures and models both.
So, there are two options as I see it. You find people who can make textures and props for you, or you can learn to do it yourself.
Personally, I wish I could do it all myself, but learning to model and texture is a lot of time I'm not sure I'd want to commit. I already tried modelling, and I found it pretty difficult. It just wasn't as easy to find people to answer questions, or tutorials to read.
Additionally, from my point of view, in order to get someone to make textures or props for your map specifically you need to be good buddies in real life, or you make amazing maps that get released and played, and they want to be a part of that. I don't think anyone wants to make assets for a map that gets scrapped, sucks, or doesn't get played. I think this idea goes hand in hand with attracting modellers to the SnarkPit. I agree with Captain P that we need really good modellers here to attract others in the first place, but we also need mappers who these modellers will want to work with.
Ultimately though, the freshest stuff I see that's getting released is being produced by people who do all the custom content themselves. I'm thinking of people like hessi, r_yell, alexroyce (like omega pointed out) even generalvivi. All of them model and texture, and in my opinion it brings their stuff a cut above the rest.
You know what we should do to jumpstart our learning? We should hold a tiny little contest (nothing official, unless others want it to be) where you create a map of whatever size and theme, for whichever source game, with 100% custom content. You must have at least 1 custom prop model and obviously custom textures. Maybe even a custom sky (terragen anyone?).
I think that would be cool. If we did something like that I'd create a tiny rats map with custom textures (maybe even something simple like lego textures so it's not too hard) and some toy models. Something small that would get us working hard on learning some new skills. Also, if we all start texturing and modelling at the same time, we can have a thread where people post their problems and everyone can give feedback. I imagine, for instance, someone will have a hard time getting their model to compile and work in game, and then someone else who just figured it out for their own map can help out.
Posted
2006-07-25 12:21am
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Yeah we do need more modelling tutorials and resources on this site. I wrote the XSI installation one because I couldn't find any documentation on it that wasn't outdated or confusing, and the whole process was a real bitch.
ReNo did some good ones for Milkshape, but I'd love some XSI specific tutorials. Reaper if you wrote some I'd be overjoyed :smile:
Also, I'd love for some definitive voice from the heavans to boom down the correct program I should be learning, XSI or 3DMAX? I could never get a straight unbiased answer from anyone. I went with XSI just because of the whole Source tie-in, but I kept hearing murmerings that I made a bad choice.
The more I think about the mini-map challenge of a 100% custom content map, the more I like it. I just don't want to do it now because I'm in China and can't participate! Eventually though (when I get back in 3 weeks) maybe we can get DrGlass to swap out map-mosaic2 for CCC(c) (Custom Content Challenge (c)) :smile: Or you guys could just start now. I'm only worried that since people don't stay interested in things very long, that if we started now I'd miss the boat on the whole project. A lot of people working on it together and staying dedicated will help everyone keep going. I don't want to miss out on that.
Posted
2006-07-25 12:42am
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Gah! I had a bad feeling that XSI wasn't the right choice.
I've heard you're supposed to just pick one and get really good with it, it doesn't really matter which you choose. But I'm wary about that. There must be a best choice. Then again... if the best choice costs 1,000 USD, there must be a second best choice :razz:
Omega, off the top of your head do you know if there is a free version of 3DMax we should be using? Or should we model with Maya instead?
Thoughts?
Re: Custom Models
Posted by reaper47 on
Tue Jul 25th 2006 at 12:51am
Posted
2006-07-25 12:51am
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I agree with all you say, omegaslayer, except for SnarkPit being a mapper's site. I mean it is (duh') but clearly mapping and modeling have formed a symbiotic relationship since the introduction of the Source engine. Maybe a modeling forum section wouldn't only be nice but almost necessary.
I guess the main reason most people prefere Max and Maya is because they're used to them. I mentioned XSI because it seems to be quite an official tool for Valve Software thus having the most supported plugins, tutorials ect.
If we split this up in 3 or 4 modeling programs now the sheer mass of necessary tutorials alone becomes intimidating. :sad:
I'm not sure if maya's the right joice. Is there a legal, easy available version of it that supports HL2?
I dunno, at least us mappers should stick to XSI for basic modeling needs simply because of the official support... We don't have to do any character animations anyway.
Re: Custom Models
Posted by Finger on
Tue Jul 25th 2006 at 2:52am
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Morph... (whoa.. mini-orph? nah..) Sorry... ok, Morph. If you are looking to jump in and learn a modeling package, I would just ahead and suggest using XSI. I say this simply because it is the easiest program to use in conjunction with Halflife 2. The pipeline for importing and exporting between hammer works well enough (although compiling models is still fairly tedious, but there are GUI compilers out there).
I started learning 3DMax back in 2000 when I was at the Art Institute of Houston. This is where I cut my teeth. When I moved out to LA for work, I had to use Maya. Lately, I've been using XSI for source related modeling. Transitioning between these programs is only hard in that you are learning a new layout. The actual functionality - the meat of what you learn (how to model), is fairly uniform across all of these platforms. So, I personally think you should start with the program that is most relevant to your goal - which I assume is model creation for source games.
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Haha okay, custom skyboxes won't be necessary :smile: Neither will custom player or weapon models, but I guess that goes without saying. I want us to make custom maps, not a new mod :smile:
Also, maybe at the end we should just post screenshots of our final work, instead of having to worry about distributing the maps with all the custom content. People can post as many shots as necessary, since everyone's maps will be different sizes depending on their desire to create a lot of custom content, or just enough to get a decent looking room up. Additionally, if people want they can upload their custom content after their done into the SnarkPit's file system for others to download (I feel like the file system hasn't had any new additions recently) that would be kinda cool.
I'm trying to think about who would want to do this. reaper47, G.Ballblue and me so far. Maybe we should post a thread with a poll asking if people would be interested. I just want to see some people actively mapping or learning new skills. Thoughts?
Re: Custom Models
Posted by reaper47 on
Tue Jul 25th 2006 at 11:36am
Posted
2006-07-25 11:36am
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It crashes :sad:
Damn, I so wanted to get started with this today.
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The first two paragraphs are sad, and entirely too true. I've been a mapcore lurker for a while (I refuse to post until I have created a map that wont get ripped apart there), and I throw some comments around at 'lopers, and both sites are hugely more active content wise. At the same time, I still prefer this site and the people here.
The only solution to the lack of content at SP is making stuff myself, and hoping others will do the same. But of course, that can't be anything more than talk since I'm here in China. If words are worth anything I genuinely want to do something content-wise when I get back home, instead of just wasting all my time in general banter, or offereing occasional critiques in the maps section or on map profiles.
I'm sick of backseat mapping, I want to do something.
'lopers have a good thing going with their map battles, which I always follow and vote on when I can, just because they always get a range of submissions. Even if the battles aren't always close (there are usually 2 or 3 standouts among 8 or so submission), everyone seems to get involved and enjoy the whole process.
I honestly think a Custom Content Challenge would be a lot of fun, and definitely edifying. Exploring new skills like texture creation and modelling will be frustrating at first, but ultimately rewarding, no matter the result. I don't care if people create a hollow cube with 2 custom textures and 1 custom prop, or if they create something that spans the entire grid in hammer.
Personally, however, I'd want to wait on this "Challenge" until I get home (August 15), so I can actually walk the walk with ya'll.
Also, when I thought about this, I wanted it to be more relaxed. Not a competition, not a battle, but more of a challenge. A fun way to get us all actively creating, without thinking about nabbing prizes or accolades.
But yeah, what ReNo said is right, we need short, simple, varied, and imaginative contests to get people building things again. Get us mapping day to day, week to week. Not just annually :smile:
Re: Custom Models
Posted by Naklajat on
Tue Jul 25th 2006 at 4:23pm
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I mostly work with Unreal nowadays... though I haven't opened UnrealEd or Maya in a few weeks... In any case, I would probably take a shot at making some sort of all-custom map on the Source engine for a SnarkPit contest. This is the only online community I'm even semi-active in as of right now, and I don't have any desire to join any others. More contests or even just a monthly or weekly "theme suggestion" for mapping would most likely get active mapping going on at the SP again, I'd like to see that.
o
Re: Custom Models
Posted by BlisTer on
Tue Jul 25th 2006 at 6:58pm
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i don't want to be a negative nancy here, but i fear it might all be too little too late. Many left or have lost interest to even open up hammer. creating a simple contest with only one room is simple enough, yet only a few snarkpitters joined up, with no sign of the old gurus.
But yeah, maybe an even simpler challenge, or a collaborative effort (like the mosaic) would start up the engine, who knows. anyhow, we need a strong puller like Orph to finish such projects off succesfully.
These words are my diaries screaming out loud
Re: Custom Models
Posted by Crono on
Tue Jul 25th 2006 at 9:20pm
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The last mapping competition had ZERO inspiration. An area with whatever you want in it ... not much of a theme.
Keeping the mosaic's going would be a good idea. I think there should be more "rules", so to speak, with it, or have two different ones going. There should be one that has a goal to make a playable map where everyone can make their contribution (all sticking to an ongoing theme in the map). The other could be wacky s**t. The point of the rules, or restrictions is to only allow quality work. An empty box room is not quality work.
That would get some creative juices going, I think. And that's really the issue, there's nothing on this site to inspire anyone to create anything anymore.
A mod would be too difficult in this large of a community unless everyone cooperated and from my experience here that doesn't happen often. It's a good idea though the thought is still aimless, a mod about what? It'd be nice if it was "everything you wanted to see in a game" sort of thing. But that's still a lot of work. Not that I'm against it or anything. It could be really fun as long as people don't get bored with it and wonder off.
Blame it on Microsoft, God does.
Re: Custom Models
Posted by BlisTer on
Tue Jul 25th 2006 at 11:59pm
Posted
2006-07-25 11:59pm
BlisTer
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<DIV class=quote>
<DIV class=quotetitle>? quoting Crono</DIV>
<DIV class=quotetext>The last mapping competition had ZERO inspiration. An area with whatever you want in it ... not much of a theme. </DIV></DIV>
..which, if anything, should make it more accessible. the 2004 one only required it to be "themed" which basically means "whatever you want", and that was successful indeed.
<DIV class=quote>
<DIV class=quotetitle>? quoting Crono</DIV>
<DIV class=quotetext>
A mod would be too difficult in this large of a community unless everyone cooperated and from my experience here that doesn't happen often. It's a good idea though the thought is still aimless, a mod about what? It'd be nice if it was "everything you wanted to see in a game" sort of thing. But that's still a lot of work. Not that I'm against it or anything. It could be really fun as long as people don't get bored with it and wonder off.</DIV></DIV>
it would be too difficult period. first of all, we have too few coders who would be dedicated enough imo. second, the vagueness of "the community as a whole" will cause unresponsibility, with no specific role assignments and claimable tasks, and so, a lot of tunnels that have no light at the end.
These words are my diaries screaming out loud
Re: Custom Models
Posted by fishy on
Wed Jul 26th 2006 at 12:28am
Posted
2006-07-26 12:28am
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rather than just doing it for the sake of doing it, a model competition could be a good way of creating themed packs for the mapping community. there must be 101 things that are simple enough even for the newest modeller, but would still be seen as welcome alternatives to the default hl2 stuff.
i eat paint
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Yeah, I think a mod is too big of a task to tackle. As far as I know, mods rarely work in general, and if they do its because everyone is committed to a singular (simple) idea that then gets developed and improved.
BlisTer, it may be too late to bring SnarkPit back to its glory days (I wasn't even here then), but I'm not going to give up on this place just yet.
Anyway, I would love to use fishy's idea of a themed model pack for mappers. Maybe we can put something out that other people will actually use, and that will get our name out again. Fishy can do complicated things like grand pianos and I can model baseball bats and golf clubs. :smile:
Yeah, I don't necessarily want competitions, but any sort of bimonthly or monthly challenge would be nice. Just to get us making stuff again.
Re: Custom Models
Posted by fishy on
Wed Jul 26th 2006 at 10:58am
Posted
2006-07-26 10:58am
fishy
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even street furniture might be a bit too complicated as a starter. i was thinking more along the lines of something that takes virtually no modelling experience to make, like maybe a light fitting, so that the initial problems most new modellers have when trying to get their work into the game can be addressed. forum threads generated from starting off with something so simple could also create a decent 'intro to modelling' for people that haven't tried it yet.
i eat paint
Re: Custom Models
Posted by Andrei on
Wed Jul 26th 2006 at 11:03am
Posted
2006-07-26 11:03am
Andrei
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Question: Is GMAX any good for making source models (i'm asking this because I know close to nothing about moddeling)?
Re: Custom Models
Posted by fishy on
Wed Jul 26th 2006 at 11:26am
Posted
2006-07-26 11:26am
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anything that can export a .smd file should work. i've never used gmax, but i'm sure i remember reading that it could, or there was a plugin for it that exported .smd's. so i think the answer is yes.
i eat paint
Re: Custom Models
Posted by G.Ballblue on
Wed Jul 26th 2006 at 9:53pm
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The idea of an easy modeling competition, or something along those lines, would be great -- probably better than the original idea for a competition :smile: Not only would it introduce new models to the HL2 community, but it would also give people a reason to model -- I have MS3D, but I rarely ever use it because I have no reason to.
Plus, this would give people great experience with modeling :wink: If you do something long enough, you'll get good at it.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Custom Models
Posted by Finger on
Thu Jul 27th 2006 at 2:57am
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Well, I personally like the idea of creating 'themed model packs' on a monthly basis. These packs don't have to be immense (hell you could prolly get a way with just a handful of models), but they would have to adhere to a certain standard of quality. The cool thing about this is, if we can consistently produce these packs, we can submit them to all of the halflife sites as our gift to the mapping community. This kind of thing would most likely get front page coverage on sites like Halflife2.net, possibly generating more traffic for the Snarkpit.
Even this would be a lot of work, but I would be willing to contribute at least one model per pack.
Re: Custom Models
Posted by Finger on
Thu Jul 27th 2006 at 6:55am
Finger
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Cannonfodders GUI works, but you have to do some pretty funky work-abouts to get it working. Basically, you have to open up both GameInfo.txt files in Halflife2 and Halflife2deathmatch (I may be wrong about those), and comment out // a certain line which will then allow the compiler to work. Now, in order to use Hammer, you have to go back and restore the GameInfo.txt files to their original state. It's somewhat of a hassle, but if you search for the crash error, you will find a few forums that give specific instructions on how to do this.
I've been doing it all manually, just because I already have that process memorized.
One thing to note while compiling manually, by dragging your QC file onto the Studiomdl.exe file. ALWAYS run Halflife Model Viewer in the background while doing this. For some reason, Studiomdl will crash horribly if Model Viewer isn't running. It won't happen every time...sometimes it will compile fine, then the next 6000 times it will crash. Model Viewer stops this completely.
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Going along with Fishy's idea I put my vote in for next months modelling challenge to be:
Light Fixtures
Lamps, naked bulbs, spotlights, floodlights, whatever.
Y/n/m? Every map needs light, and so if we can produce some quality stuff there's a pretty good chance people will use it. And, like Fishy said, it shouldn't be too hard.
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Well we could go with a residential theme, and I guess light fixtures would be a part of that. I just think we have to be careful not to bite off more than we can chew, because I hope a lot of the people participating will be taking their first crack at modelling.
Edit: Typos.
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That sounds good to me.
How hard is it to make a model breakable / gibbable? For example, I wouldn't want to make a TV that didn't break in some way when it was shot. If it's really hard to make an object breakable, I'll just stick to something simple like a couple of light fixtures.
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Ah thanks. I guess I can always google for a tutorial too :smile:
I don't think I'd want to do a TV now that I think about it, since I wouldn't really know how to model the inside upon it breaking.
Do you think some high class house maps could do with a large breakable vase to put in a corner of a room or something?
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Well snap I'm in China so I might as well get crackalackin' and track down some vases to take some reference / texture photos of! :biggrin: