Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Thu Aug 10th 2006 at 1:50pm
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Whoa, I spent a couple minutes searching for this thread on the first two pages of the forum and then I realized it was stickied. I swear stickied threads are camouflaged or something.
Anyway, I originally wanted to post to bump this thread up to the first page, but I guess there's no need now.
I hope people will use this weekend to finish off some more models. We still have 19 days but hey, better sooner than later right?
I'm looking forward to getting mine started as soon as I return home.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by DrGlass on
Thu Aug 10th 2006 at 9:47pm
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I'll try and get some pictures from my dad for lights, he works with some really cool "real world" kind of lights in is work.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Fri Aug 11th 2006 at 2:13am
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Awesome. If anyone else stumbles upon some useful reference images that they want to share, feel free to post them here.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by reaper47 on
Fri Aug 11th 2006 at 1:22pm
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Phew, I finished a small model in Blender and managed to get it in-game! Unfortuneately I get a pink checkboard texture no matter how hard I try.
I'll try to make a mini-light series. Mini-spotlights, mini-neon lamps, mini-lightbulps. They're not really small, just not bigger than they have to be. I always found the HL2 lights to be so big that they sometimes don't really fit where you want to put them, so hopefully, I can use this competition to build some alternatives.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by fishy on
Fri Aug 11th 2006 at 4:30pm
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your textures should be in;
[mod]materials/models/snarkpacks/p1_lights
and in your qc file, you would have the line;
$cdmaterials "models/snarkpacks/p1_lights"
you don't state the texture name, as that info gets embedded when you export to a .smd file.
i eat paint
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by midkay on
Sat Aug 12th 2006 at 7:55am
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Gaaaaaaaaaaaah. This is so... confusing...
I've got a texture and I've got a model. Now what? Seriously...
I've applied the texture to the model, exported idle and reference SMDs, set up vmt/qc files, compiled the VTXes (map + normal map)... it's mostly the directory structure that's INSANELY CONFUSING. models/modelsrc/materials/materialsrc and where things go within those, relative paths, etc... GAH.
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by midkay on
Sat Aug 12th 2006 at 9:09am
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I got it. I had to remove the models/snarkpacks/p1_lights prefixes from the model paths...
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by midkay on
Sat Aug 12th 2006 at 8:40pm
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Mine works but I need to work on it and give it self-illumination, etc.
Maybe a shot later. :smile:
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Tue Aug 15th 2006 at 6:21pm
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Well, I just got home safe and sound from Beijing, so it's about time I downloaded XSI on this computer and got crackin'
Anyone else still workin' on something (or planning to)?
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Wed Aug 16th 2006 at 3:54pm
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It's taking me forever to get my auth. key for XSI.
I hope it comes reasonably soon, I'm sick of waiting.
Also, Stadric, that guy's reaction in that image is priceless.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Wed Aug 16th 2006 at 9:54pm
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Pfff finally. I think AOL filtered out my XSI email, so I had to reregister with my college email address to get the registration key.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Thu Aug 17th 2006 at 12:53pm
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I think it'd be useful. I'd use your tutorial at least :smile:
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by fishy on
Thu Aug 17th 2006 at 2:47pm
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in short,
$texturegroup "skins"
{
{ "PRIMARY_TEXTURE.vmt" }
{ "REPLACEMENT_TEXTURE1.vmt" }
{ "REPLACEMENT_TEXTURE2.vmt" }
{ "REPLACEMENT_TEXTURE3.vmt" }
}
replace the CAPS with the actual texturenames.
i eat paint
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Mon Aug 21st 2006 at 5:44pm
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10 days left. I still have my model left to do, and I know there are others with stuff planned. Lets get them all complete so I have enough for a real pack.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by reaper47 on
Mon Aug 21st 2006 at 9:49pm
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I'm trying to get that normal map plugin to work. The texturing is becoming almost the most difficult part!
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by midkay on
Wed Aug 23rd 2006 at 3:08am
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Stadric: so your Alpha channel isn't working? Have you saved the TGA as 32-bit, as I described above to somebody (was it you?)?
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Naklajat on
Tue Aug 29th 2006 at 2:33am
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I'll try to crank something out in the next two days...
/me is a lazy procrastinator
o
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Wed Aug 30th 2006 at 3:23pm
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Hi everyone,
I'm still in Bermuda, and will be here until September 3rd, but as soon as I get back I'll be sorting out the final models and zipping them all up into one pack. So, until I get back on September 3rd you can still post final images and a link to the model. If any of you need a download link you can send it to me via my email address (check the first page) and I'll host it.
I don't have time to catch up on anything else on the forums, but I just wanted to let you guys know that even when I was on vacation, I had you guys in mind :smile: <br style="color: white;">
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Unbreakable on
Sat Sep 2nd 2006 at 10:18pm
Posted
2006-09-02 10:18pm
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neat thread!
I'm just wondering about lights for hl1.. is there a easy way to make a light switch on, or off.
The only way I thought of was to have a sequence... mm, hard to explain..
the on texture would be additive, and what the sequence would do, is push the additive texture forward, and the non additive back... do you guys know what I mean? it would appear like its switching off and on because the sequence would only contain two frames. If anyone has a better idea, let me know.. thanks.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by reaper47 on
Sat Sep 2nd 2006 at 10:29pm
Posted
2006-09-02 10:29pm
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I must say that's quite off-topic... but there are on/off states for textures in HL1 (it's done via the texture name with an ending like _a _b or so, I can't remember) You should be able to use that for light textures, too, although its mainly meant for red/green states of buttons (func_button). Texlights wouldn't work then, I guess. You'd have to add a light entity manually and switch it on and off.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Unbreakable on
Sat Sep 2nd 2006 at 10:39pm
Posted
2006-09-02 10:39pm
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no, no.. I mean for a model... not for half-life levelediting.. lol I've been mapping for 4 years, soo.. lol.
Check my map.. you'll see then.. lol
Anywhos, ya, I was talking about a light model for half-life 1.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Unbreakable on
Sun Sep 3rd 2006 at 12:46am
Posted
2006-09-03 12:46am
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lol, yep, thats no problem. :smile:
well, anywhos.. I'm going to give it a try.. i don't know much about animating.. but it's time I learn :biggrin:
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Sun Sep 3rd 2006 at 6:54pm
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Yeah -- all of you who did models, feel free to upload them individually to the website. In the meantime I'm going to be putting together a zip of all the lights.
I just got home from the airport, so give me a few minutes and I'll get it done.
Additionally, I'm slightly embarrassed that I didn't get my model done, so my apologies for that.
Anywho, off to download all the models!
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Sun Sep 3rd 2006 at 8:14pm
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As it stands I have submissions from: Stadric, Cap P, Fishy, Slackiller, and Reaper.
If anyone forgot to submit, please do so now.
I'll have the pack up for upload in the next day or two.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by BlisTer on
Tue Sep 5th 2006 at 10:12pm
Posted
2006-09-05 10:12pm
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i remember someone mentioning you can translate autocad models into halflife models, but i don't remember the specifics. anyone can fill me in ? you still need XSI/maya/3dsmax in the process or not ? it's just that i'm learning Autodesk Inventor at work, and i find it really handy to work with.
These words are my diaries screaming out loud
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Crono on
Tue Sep 5th 2006 at 11:41pm
Posted
2006-09-05 11:41pm
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Auto Desk's AutoCad can output to 3DS Max. So, I imagine it can either be exported directly using a plug-in, or can be exported from Max.
Blame it on Microsoft, God does.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by reaper47 on
Wed Sep 6th 2006 at 2:24am
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Isn't the AutoCAD format quite a standard itself? I wouldn't be surpised if there was a built-in importer for AutoCAD files in most 3D programs (even the ones with a HL2 export plugin). Try browsing their sites.
There are import options for many formats in Blender for example. Is *.ac AutoCAD? Blender has it on its list.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Crono on
Wed Sep 6th 2006 at 4:36am
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autocad generally uses the DWG format for files.
But, seriously, it's just that: a format. I don't see why there isn't something that can't convert it, or at the least, read it.
Blame it on Microsoft, God does.