Re: Promoting Snarkpit
Posted by Orpheus on
Thu Nov 23rd 2006 at 3:54pm
Orpheus
member
13860 posts
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Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Hmm, good point. I see you every day I am home and believe a very small portion of anything you post. (humour tag)
Seriously, I can see my own faults. People whom point them out, only make themselves look bad. There isn't anyone here saintly enough to do it without being so.
I firmly believe that many of the things posted here, are inaccurate to some degree, but I hardly ever say so. For all my trouble making, you'd never notice the times I abstain truly creating grief... IE that awful pride thread.. It insulted my very being to read some of the replies posted....
However, I could not find fault with the idea that each of us has the right to sound... awful sometimes.
I still feel that you view yourself, with regard to Snarkpit as purely incidental.
Thats not a compliment BTW. In your fashion, you cause nearly as much harm, as good.
[edit]
Read my site suggestion.. I need a green name to make a sticky for me. Assuming there is no real or untoward negativity to such a thread.
The best things in life, aren't things.
Re: Promoting Snarkpit
Posted by asterix_vader on
Thu Nov 23rd 2006 at 7:26pm
494 posts
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Aug 29th 2003
Occupation: Trying to find one
Location: Peru
i think mapping has grown too complex, it's not easy to map now, too many things to think about, too many entities, too much realism... too many ragdolls, too many good mappers, too much competition.
where are the gibs? someone tell me!!
and etc etc. i think those things make "mapping" sound scary and hard.
weee
Re: Promoting Snarkpit
Posted by smackintosh on
Thu Nov 23rd 2006 at 8:00pm
175 posts
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Registered:
Feb 12th 2006
IMO learning to map is the easy part. Putting your ideas into the map and sculpting them into something good is the hard part.
Everyone loves their own maps, regardless of how good or crappy they really are. Making something enjoyable to play and pleasing to everyone is even harder.
Most servers are content to load the crappiest maps I've ever seen (mostly
killbox maps) which lowers the standards considerably. But I'm not content to just create something better than a killbox map.
Re: Promoting Snarkpit
Posted by asterix_vader on
Thu Nov 23rd 2006 at 8:42pm
494 posts
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Registered:
Aug 29th 2003
Occupation: Trying to find one
Location: Peru
lerning to map is easy, to know how to make a good map isn't.
but you're right!
Re: Promoting Snarkpit
Posted by Gorbachev on
Fri Nov 24th 2006 at 1:36am
1569 posts
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Location: Vancouver, BC, Canada
Well, to make a truly new and unique map now it takes a hell of a lot of work. I mean it takes larger companies months (and years cough Valve) to make a few maps. As a single person who's job is not to make a map for a specific game, you have other priorities in life and unfortunately as everything gets bigger and more complex it starts to get out of a reasonable time-frame.
Re: Promoting Snarkpit
Posted by Orpheus on
Sat Nov 25th 2006 at 12:36am
Posted
2006-11-25 12:36am
Orpheus
member
13860 posts
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Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
starts humming
"Love, is a many splendored thing....."
The best things in life, aren't things.
Re: Promoting Snarkpit
Posted by smackintosh on
Sat Nov 25th 2006 at 1:57am
175 posts
38 snarkmarks
Registered:
Feb 12th 2006
modeling, and compiling the models and then compiling the textures
and getting them to show up in hammer is a serious pain. I had to find video
tutorials to explain the 15-step process in aggravation to export from maya, using
4 different programs and 1 plugin.
I got it to successfully work once, and I think it was an accident.
I probably couldn't do it again. Also, UV texturing is new to me,
another thing I will have to sit down and learn.
Re: Promoting Snarkpit
Posted by smackintosh on
Sat Nov 25th 2006 at 3:23am
175 posts
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Registered:
Feb 12th 2006
I know the feeling. it does suck. The end result is sometimes
worth it though, almost.
Re: Promoting Snarkpit
Posted by smackintosh on
Sun Nov 26th 2006 at 1:09am
175 posts
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Registered:
Feb 12th 2006
correct. I'm just saying I was it was a bit easier with less steps,
but I suppose I took the hard rode by choosing maya to learn instead of
XSI. I'll eventually learn it after a few times. If it were easy, everyone
would do it. giving up is too easy.
Re: Promoting Snarkpit
Posted by French Toast on
Sun Nov 26th 2006 at 2:24am
3043 posts
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Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
XSI is pretty poor, or at least the free modding version is. I got my most success with 3ds Max.
Re: Promoting Snarkpit
Posted by Andrei on
Sun Nov 26th 2006 at 7:55pm
Andrei
member
2455 posts
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Sep 15th 2003
Location: Bucharest, Romania
Which reminds me, anyone here know of any .smd exporter for gmax?
Re: Promoting Snarkpit
Posted by satchmo on
Sun Nov 26th 2006 at 9:54pm
satchmo
member
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Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
I came for the mapping knowledge, stayed for the controversy, and was ultimately driven away by the vitriols.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: Promoting Snarkpit
Posted by Yak_Fighter on
Fri Dec 8th 2006 at 8:05am
1832 posts
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Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
hey guys
mapping is dead
modding is dead
thus this site really has no future
With the current generation of engines (and assuredly future ones) without personal skill in mapping, modeling, texturing, and skinning you simply cannot create unique content. Where back in HL1 with its handful of truck textures you could create all manner of vehicles with a little creativity, vehicles that could be customized per user and changed to add damage or cargo or whatever, you now you need to know modeling and skinning just to add details that before were easily downloaded off the internet or gasp created by brushes with about 10 minutes of effort. Modelers were always the rarest people in the HL1 community, followed closely by skinners/texturers, and the increased reliance upon their skills in HL2 choked away mapping. There are only so many ways to use eastern european building textures and shiny gray metal before it becomes totally boring. Throw on the 20 or so models that every mapper is forced to use for lack of options and viola, a dead mapping community. Pretty much every 'good mapping addition' of the Source and Doom3 engines served only to freeze out amateur mappers and modders, which were always the lifeblood of any FPS game's longevity.
And since 95% of the fps gaming community is dumb as dirt and is wowed by hard black dynamic shadows, every surface reflecting light like its polished metal, being forced to spend another thousand bucks just to get 30 fps, and the latest joke of a game EA/DiCE s**ts out it will never get better. It is time to accept that we are just anachronisms of an earlier and better time of computer gaming. I guarantee you there will never be the kind of editing community seen during the era between Quake 1 and HL, and it is totally because engines have progressed past the majority of people's ability to edit them. (and because newer engines add next to nothing in gameplay advancement or possibility but that's for another diatribe)
I predicted it back in like 2003, too bad I had no power to stop this bleak future. It's like I'm Kyle Reese sent back to 1982 to change the future but the Terminator has already killed Sarah Connor. :sad:
Re: Promoting Snarkpit
Posted by amanderino on
Fri Dec 8th 2006 at 10:20am
Posted
2006-12-08 10:20am
205 posts
21 snarkmarks
Registered:
Nov 13th 2006
Location: United States
Nickelplate is right.
There are a lot of new users, and I don't see as much contribution to the site as there should be. I'm still working on that myself. I'm still learning quite a bit, so I don't have anything to share with everyone.
Sorry, guys.
Re: Promoting Snarkpit
Posted by amanderino on
Fri Dec 8th 2006 at 10:54am
Posted
2006-12-08 10:54am
205 posts
21 snarkmarks
Registered:
Nov 13th 2006
Location: United States
Please write the modelling tutorial.
I'd be very intersted in reading it.
:biggrin:
Re: Promoting Snarkpit
Posted by Naklajat on
Fri Dec 8th 2006 at 11:54am
Posted
2006-12-08 11:54am
1137 posts
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Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
I could write a tut on compiling static, phys, and dynamic props.
o
Re: Promoting Snarkpit
Posted by amanderino on
Fri Dec 8th 2006 at 1:02pm
205 posts
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Registered:
Nov 13th 2006
Location: United States
I'm not saying that I wanted to make a map with completely author created models. I'm saying something similar to what you were about originality or maybe you or other people are like me and suddenly get desires to change the way an existing HL2 model is because you hate it. :smile:
Sorry, I'm changing subjects.
Re: Promoting Snarkpit
Posted by Yak_Fighter on
Fri Dec 8th 2006 at 1:15pm
1832 posts
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Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Hey I'm not saying I'm abandoning the community to die in some dusty corner, I'm saying the mapping and modding community is pretty much already dead and we are propping up the corpse with rope and imagining things are still good :biggrin:
And honestly, if I'm making an HL2DM map without being able to make custom props I'm pretty much forced to following the ruined cityscape theme otherwise my grav gun ammo wouldn't fit the map. I tried hard to go with a super industrial throwback-to-HL theme on more than one occasion back when I mapped and while I could hack together some throwable physics brush entities I was continually stymed by the lack of useful textures, and again because I don't have a digital camera or texturing skills I'm stuck using high rez textures obviously meant for bridges or buildings straight out of the 1970s, and that s**t dont fly for me. Because of higher rez textures taken from digital photos it becomes harder and harder to use them in situations they weren't designed for because it looks like ass, unlike the lower rez HL textures that could work for any number of themes. Granted I'm not the most creative person in the world graphics-wise so I probably didn't squeeze all I could out of em but these two points definitely had a huge impact on the mapping community.
Re: Promoting Snarkpit
Posted by amanderino on
Fri Dec 8th 2006 at 1:23pm
205 posts
21 snarkmarks
Registered:
Nov 13th 2006
Location: United States
Now that you mentioned textures.
A friend of mine mentioned that there is a plugin for Photoshop/Paintshop Pro 9/and GIMP. I guess you can have it automatically import textures that you can use or something. I'll ask him when he gets back from classes.. or wakes up.. whichever he decided to do today. lol