My Mapping Progress
Jean_Luc_Picard
Join Date: 2003-02-03 Member: 13051Members
<div class="IPBDescription">Starting on map</div> Ok, I have learned the tuitorials and such about making rooms... I'm just about to finish the one with the light and check to make sure it works (I couldn't finish it at school as I dun have HL, NS, OR Steam installed, and I only brought the WAD files over with me)
I have a question:
Is it a good idea to make the MAP itself and THEN add things like res nodes, lights, etc? Or should those be done along the way? Also... how many units tall is a Marine? An onos? anything???
I can't use HLModel Viewer... keeps crashing my computer... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> Anyone have any other good model viewer I could try?
I have a question:
Is it a good idea to make the MAP itself and THEN add things like res nodes, lights, etc? Or should those be done along the way? Also... how many units tall is a Marine? An onos? anything???
I can't use HLModel Viewer... keeps crashing my computer... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> Anyone have any other good model viewer I could try?
Comments
But since it's here, here's some answers.
It's possible to add in as little or as many entities as you wish. All that is required to make a map run is an info_player_start really. Lighting, res nodes, any entity can be added whenever you like. It's all personal preference really. Usually, myself, i map a room, then add lighting, then other entities, then i move onto the next area. Bear in mind that if you map an entire level and you're left with the lighting to do, it's going to be a hell of a lot of work.
The marine is ~70 units tall if i remember correctly, but the Onos is ~128. Try and map with the Onos in mind, and remember, they don't have to be able to get everywhere.
And no idea for model viewers...
when you create a brush, in the bottom right on the status bar it'll show you the dimentions.
Dag tho... that still requires a HUGE space... are maps made by combining individual rooms or somethin?
The funny thing is, I JUST figured that out, decided to come here and tell everyone that I was KK for the player views...
DANG... I think that I'm making the map a bit big 0o" (the player models can stack almost 50 up a wall ^-^ (sweatdrop) )
(ignore lack of a HUD.. it's the Photographers Toolkit 2 doing that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
This is my FIRST ever working map... It's about 20% done (just a FUN map idea) Was wondering if I could get Comments on the idea of the 2 teams sharing the starting res node <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As for a tool pack, go to Planet Half-Life, and check some of the news thats a couple days old. Look for the newest release of the Half Life Tool Pack. It contains pretty much all the tools you'll need.
That'd have to be a freakin' big Onos for the room he just posted. Wow.........I can't even imagine an Onos that big......or the height of the first-person view for that matter <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
ek ak?