Custom Content Challenge #1: Modelling Light Sources

Custom Content Challenge #1: Modelling Light Sources

Re: Custom Content Challenge #1: Modelling Light Sources Posted by Pvt.Scythe on Thu Sep 7th 2006 at 8:10am
Pvt.Scythe
730 posts
Posted 2006-09-07 8:10am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
It's already 7th of september. I think it's time to think the topic for
this month. :smile: And perhaps make the final date 7th or 8th of october,
since this one slipped a bit.
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Thu Sep 7th 2006 at 3:04pm
Posted 2006-09-07 3:04pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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
Slackiller
51 posts
Posted 2006-09-08 2:37am
51 posts 723 snarkmarks Registered: Sep 1st 2002 Location: Pa. USA
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
reaper47
2827 posts
Posted 2006-09-08 6:28pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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
Posted 2006-09-08 6:42pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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
Naklajat
1137 posts
Posted 2006-09-08 6:51pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
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
reaper47
2827 posts
Posted 2006-09-08 8:57pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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
Posted 2006-09-08 9:13pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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 Captain P on Fri Sep 8th 2006 at 11:29pm
Captain P
1370 posts
Posted 2006-09-08 11:29pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Checked out the models now, and they look quite good actually. Only problem I had was with the ones from reaper47 and Stadric though, their textures didn't show up (the dreaded black'n'pink squares...). Anyone had the same problem?

Another note: the readme could contain some install instructions, even though most modders will be familiar with the process, it's just a little polishing that can't harm anyone. :smile:
Create-ivity - a game development blog
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Sat Sep 9th 2006 at 1:57pm
reaper47
2827 posts
Posted 2006-09-09 1:57pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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
Posted 2006-09-09 2:54pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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.