Re: MODEL ABUSE
Posted by Flynn on
Sat Dec 13th 2008 at 11:26am
Posted
2008-12-13 11:26am
Flynn
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No, not those dumb things that walking around looking pretty at fashion shows. Half-Life 2 models. Do you abuse them? I do. Want to know why? Because I can and it doesn't give any adverse consequences. This is things like having pipe models stuck into walls when they don't fit exactly, or sinking a light fixture into the ceiling if it hangs too low. Do you abuse your models, and if so, why?
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Re: MODEL ABUSE
Posted by Flynn on
Sat Dec 13th 2008 at 2:04pm
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Maps look a mess from the outside with all of those models poking out. On a different note, one thing I find a problem with H.L. 2 mapping is the way they have props for everything. In H.L.1 if there was something which I wanted I would simply build it out of brushes. In H.L.2 they expect you to have props for the detail which is really holding back my true mapping skills.
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Re: MODEL ABUSE
Posted by haymaker on
Sat Dec 13th 2008 at 8:24pm
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I agree with you guys when you say it's lame to rely on models for detail, brushwork I find much more impressive.
That said here's a pic of a version of my model abuse, the engine for the ship map. It consists of 48 models crammed inside eachother and a few brushes. There's even some skybox models in there. Probably could've been brushwork but I got caught up in trying to emulate the way it functions; fuel lines, starter, exhaust, lifters etc. Lots of them are faded quite near and collision disabled but still probably more performance-damaging than brushwork.
[URL=http://img241.imageshack.us/my.php?image=dmshipshapea50000pa5.jpg][IMG]http://img241.imageshack.us/img241/6677/dmshipshapea50000pa5.th.jpg[/IMG][/URL]
Another map I was appreciating recently is dm_tobor, there's some serious abuse goin' on there. Looks great though because the author approached it so creatively.
Re: MODEL ABUSE
Posted by G4MER on
Sat Dec 13th 2008 at 10:13pm
Posted
2008-12-13 10:13pm
G4MER
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Hell yeah.. I abuse models.. I even make new ones just so I can abuse them. ComboDust as an example there are 5-6 new models I or the wife made just for that map, and then on top of that we have used many pre-made ones. So yeah I think Models are great.
Re: MODEL ABUSE
Posted by Flynn on
Sun Dec 14th 2008 at 6:32pm
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I tend to prefer brush work to model detailing, it's more flexible with what you can do with it.
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Re: MODEL ABUSE
Posted by Flynn on
Mon Dec 15th 2008 at 9:30am
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What I mean is, with a model you need a specific model, but with brushes you can make damn near whatever you please.
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Re: MODEL ABUSE
Posted by haymaker on
Mon Dec 15th 2008 at 3:20pm
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Yeah notice the bogus shadowing on the right hand tree trunk. I knmow you can compile a map with the $staticproppoly string but it's never as good lightmapping as brushwork.
Conversely lighting support for dynamic brushes is very poor in Source.
Personally, I find maps with lots of models visible lag all to hell. That particular map might have a bunch of nodraw and areaportals in it, why not just make it brushes to begin with? The house and shed I mean
Re: MODEL ABUSE
Posted by G4MER on
Tue Dec 16th 2008 at 7:16pm
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Ahh yes the days of ejoop Prefabs.
Re: MODEL ABUSE
Posted by Naklajat on
Sat Dec 20th 2008 at 6:54pm
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The way I see it, BSP brushes aren't really flexible enough for the amount of detail source can handle. BSP is locked to the grid, and brushes are necessarily simple shapes with planar sides. features like prefabs and the vertex tool can help you get around some of BSP's shortcomings, but for a lot of things models just make a lot more sense.
The original description of "abuse," clipping models into walls etc. is perfectly normal, valve maps are full of instances like that. The only problem as far as i know with it, is that if you can see part of a model the engine is rendering the whole thing (minus backface culling)
BSP is awesome for building walls and floors and the like, but I'd rather make a prop in something like XSI or Max than spend hours building detailed chairs, desks, etc. out of minute brushes. You can get a good result from both though.
Re: MODEL ABUSE
Posted by Flynn on
Sun Dec 21st 2008 at 3:45pm
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Yes, that's something that I miss about Half-Life 1, since it was accepted for a mapper to make his own brush based details. I am damned if I get into modelling though, since I am a mapper, not a modeller.
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Re: MODEL ABUSE
Posted by Crono on
Thu Dec 25th 2008 at 2:27am
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Brush work is simply easier to create.
If you're doing physics objects or something very detailed that's just for looks, it should probably be a model, or at the least, one of the entities that doesn't split up other brushes and such (I can't really remember the names right now, it's been awhile)
Blame it on Microsoft, God does.
Re: MODEL ABUSE
Posted by Flynn on
Thu Dec 25th 2008 at 9:46am
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Func_detail, my friend. In my H.L.-1 days I always made detail props from brushes. Back in the days of prefabs... I downloaded some amazing prefabs which people had made. A passenger jet comes to mind, which an interior and everything. Astonishing work. It was the right scale as well.
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