Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Thu Sep 7th 2006 at 3:04pm
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I was thinking that a month was too long for the competition. People tend to lose focus and enthusiasm quicker than 30 days. I was thinking perhaps a 2 week timeframe for the next competition. Starting September 16 and ending September 30th (14 days).
How does that sound?
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Slackiller on
Fri Sep 8th 2006 at 2:37am
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sounds good, as long as it's nothing complicated i guess.
good job on the models guys :rockon:
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by reaper47 on
Fri Sep 8th 2006 at 6:28pm
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2 weeks sounds good. Any ideas for the next briefing? Light fixtures was a great project.
Things that came to my mind:
vegetation (difficult?)
handrails
urban physics props (deadly or fun gravity gun ammunition you'd find in your average city environment)
...
(btw. I couldn't find any info for "installing" the pack. Maybe something should be written in the readme next time to avoid confusion.)
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Fri Sep 8th 2006 at 6:42pm
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Ah jeez, my mistake.
There will be an install readme next time.
Hmm well now is the time to get brainstorming. Good ideas reaper_47, anyone have any other ideas?
We could open it up a little and make it household objects.
Or alternatively, we can make the next challenge a custom texture creation one.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Naklajat on
Fri Sep 8th 2006 at 6:51pm
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I'll try and contribute to this next one... I was a supporter of the last one but when it came to making something I disappeared :razz:
An idea, maybe not for this kind of pack, but something I think HL2 mapping would benefit from as a whole, would be a HL1-esque pack with models and textures in the style of HL1 labs and Xen.
o
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by reaper47 on
Fri Sep 8th 2006 at 8:57pm
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Maybe we should start a new, unstickied thread to search for a new CCC idea. The "sticky" effect, you know.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Fri Sep 8th 2006 at 9:13pm
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Ah true, the "sticky" effect means no one sees the thread :smile: I'll unsticky this one and create a new thread (unstickied for now) for the next one.
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by reaper47 on
Sat Sep 9th 2006 at 1:57pm
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Hmmm... I thought it's just me but the paths in the zip file didn't look right to me. It seems to have a "materials" folder inside the "models" folder instead of the mod directory?
I also wondered: Is it possible to add textures to the model files? Like you can add textures to bsp files? I would have done that to make things easier but didn't find a way. :sad:
Re: Custom Content Challenge #1: Modelling Light Sources
Posted by Addicted to Morphine on
Sat Sep 9th 2006 at 2:54pm
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I thought I put the materials and models into seperate directories. However, I'll take the download down for now, until it's fixed and the install readme is added. My apologies.